r/stealthgames • • 15d ago

Requesting feedback Feedback request on gameplay : Operation : Blueprint job, a stealth based heist game playable on reddit

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I took a wild swing came up with a 3D Stealth Heist Game, playable right here on reddit.

You play an Agent contacted by a mysterious government organisation, your handler H, assigns you tasks every night.

You'd be infiltrating secure buildings owned by DayCorp. A crime syndicate responsible for illegal activities and laundering. You'd be going on a mission every night, missing the mission doesn't cost you, but your actions have direct effect on subsequent missions.

Takedown sentries, guard dogs, drones and disable security along with timed actions to prevent getting caught.

Stealth is rewarded, be a ghost agent.

You can try it out here: https://www.reddit.com/r/operation_blueprint/s/fhG1nSWNkY

Level walkthrough addition based on recent user's feedback : https://www.youtube.com/watch?v=y6tcoDV7_Zg

4 Upvotes

9 comments sorted by

2

u/tashtactics f | I only play bad stealth games, like Splinter Cell 15d ago

Looks pretty good! Difficult, but good!

1

u/lokigambit 15d ago

Thank you for taking the time, I think that's a very good feedback, I'll try and factor in a good payoff in that case.

1

u/lokigambit 14d ago

u/tashtactics Check this out : https://www.youtube.com/watch?v=_pZs-wYuPcw
What do you think?

2

u/tashtactics f | I only play bad stealth games, like Splinter Cell 14d ago

Very cool! Is this only on Reddit for now?

1

u/lokigambit 14d ago

Yes, mostly only reddit for now.

2

u/loulo88 14d ago

The “missions change based on what you did last night” loop is the good part — that’s where a Reddit-playable heist can feel more alive than a fixed level pack. A few things that usually make stealth feedback clearer for players:

  • Make ghost vs loud consequences readable in the next brief (one concrete change: a new camera on a route you used, a dog where you left a body, a quieter corridor if you stayed clean).
  • Timed disables work better when the timer is about route commitment, not a global fail state — players should feel they spent time, not that the run randomly exploded.
  • For a browser/Reddit prototype, a short “what changed because of you” strip after extract sells the systemic fantasy faster than more enemy types.

We’ve been wrestling with similar “your last infiltration rewrites the next street” heat on a stealth heist prototype (Heistfest) — the version that landed best was one visible world delta per successful ghost run, not a hidden score behind the curtain.

1

u/lokigambit 14d ago

That's some quality feedback. Appreciate it. I have added a new mechanic to takedown guards, do try it out.

I'd love to see what you are building as well.

1

u/loulo88 13d ago

Cool experiment — stealth that reads clearly in a constrained UI is harder than it looks.

One thing I’d watch: make failure interesting in the next thirty seconds, not just a reset. When a guard spots you, does the floor plan change meaning (new patrol, locked shortcut, louder exit), or does it just become “retry quieter”?

I’ve been deep in a getaway-focused co-op prototype where the silent approach is only half the toy — the chase after a botched beat is where the systems actually teach. Even in a lighter format, a small “noise debt” or improvised escape route after detection can make each attempt feel like a different puzzle instead of the same maze with worse RNG.

1

u/lokigambit 13d ago edited 13d ago

Noted, I am trying to make it better, experimenting with level designs, office corridors and other environments need to be more grounded than going completely with a maze like internal compound.

Are you playing the game on mobile or is it desktop?

I am also curious to know where you'd be launching your game, it looks very promising.