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Checkpoints (or rather the SpawnPoint within) should (in my opinion) be placed in positions where the player cannot be caught. It is unfair to the player if they respawn at a position where they will quickly be detected again.
The first spawn point in the tutorial stealth level fails this test: the lower guard can see you as they turn around at the end of their path.
Screencast.From.2026-07-13.13-19-44.mp4
Either the position of the checkpoint or the guard's path should be changed. If the checkpoint is moved, the patch of sand should be moved/expanded as needed to still approximate the area that triggers the checkpoint. (c.f. this discussion about checkpoints being invisible until triggered - the patch of sand is a hint to the player that there is something special about that spot.)
Threadbare version
v0.2.1-16-gdf61c5443
Affected scene
res://scenes/quests/lore_quests/quest_000/2_stealth/tutorial_stealth.tscn
Description
Checkpoints (or rather the SpawnPoint within) should (in my opinion) be placed in positions where the player cannot be caught. It is unfair to the player if they respawn at a position where they will quickly be detected again.
The first spawn point in the tutorial stealth level fails this test: the lower guard can see you as they turn around at the end of their path.
Screencast.From.2026-07-13.13-19-44.mp4
Either the position of the checkpoint or the guard's path should be changed. If the checkpoint is moved, the patch of sand should be moved/expanded as needed to still approximate the area that triggers the checkpoint. (c.f. this discussion about checkpoints being invisible until triggered - the patch of sand is a hint to the player that there is something special about that spot.)
XP Summary (total 200)