ONESHOTGEMS

Make a game with AI

Prompt a Stealth Game With Legible Sight Lines

Stealth depends on players understanding what an observer can see and when a route is safe. A prompt should make sight lines and patrol patterns legible rather than asking players to guess an invisible detection system. Start with one guard, a clear destination and a cover object that changes the route.

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1 game

Write the prompt around a playable rule

The prompt focuses on movement and observation instead of combat. A fixed patrol gives the player time to learn before committing to a route. The sight cone should align with the guard’s facing direction and stop at walls if walls block vision. Keep the exit visible from the start so the player can plan toward a goal rather than wander through an abstract room.

Original concept prompt: “Make a top-down stealth puzzle in a small museum room. Move between floor tiles; a guard patrols a fixed loop shown by footprints and a visible cone marks their view. Reach the blue exit without entering the cone. Place two display cases as cover and show the guard’s next step when the player waits.” This is a recipe for an idea, not a claim that this exact game is already playable.

Play, observe and refine one thing at a time

Watch the guard complete one patrol cycle without moving, then try crossing behind the display cases. Check whether the cone shows the real detection area and whether waiting advances the guard exactly as expected. If the player is spotted unexpectedly, make the detection threshold visible or slow the change from suspicion to capture.

Introduce a second guard only after the first pattern is understood. Make the new patrol create a timing choice, not just fill the room with cones. If a route is impossible, add a safe hiding spot or change the patrol timing. Replay the same room with a cautious and a hurried approach to see whether both strategies produce readable results.

Do not rely on dark colours alone to communicate hidden space or detection. Keep important routes and cover visible. Avoid adding instant failure from a guard who appears off-screen; if the player can be detected, show enough warning to let them react or understand the mistake.

Playable reference for this prompt: Stone Keep. Build and upgrade walls, archer towers, cannons and gold mines around your island keep, then alternate rounds: hurl catapult stones at landing raiders to defend it, and drop knights on the shore to raid enemy camps for stars and gold. Use this example to compare the proposed rules with a game you can try now. For your version, use this check: How do I make a detection feel fair?

Questions about stealth game prompt

How do I make a detection feel fair?

Show the guard sight cone and the predictable patrol. Test whether cover blocks vision as intended and whether the detected player was visibly inside the dangerous area.

Does waiting need to be an explicit action?

In this tile-based idea, yes. Waiting should advance the patrol according to the same turn rules as moving, giving players a deliberate timing choice.

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