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Tutorial stealth: First spawn point is not safe from first guard #2529

Description

@wjt

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)

Subdomain Skill XP
Game Design: Core Gameplay & Mechanics Problem Solving 50
Game Design: Core Gameplay & Mechanics Creativity & Design Thinking 75
Game Design: Core Gameplay & Mechanics Technical Literacy 75

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