Touch the thief, then drag the hand

Thief Puzzle Online

Thief Puzzle Online is a Construct 3 puzzle build with 28 square level boards and one shop. Level 1 opens on a 60-second countdown with the prompt TOUCH THE THIEF TO START, and the prompt becomes DRAG YOUR HAND TO GET THE OBJECT the moment the thief is tapped.

LevelLoop wrote this play brief. The playable file, artwork, and runtime are delivered by an external game service. LevelLoop keeps supporting rights records for the catalog on file.

ShelfPuzzle
Thief Puzzle Online

Reading the menu

Twenty-eight levels, one of them open

On 2026-10-04 in Chrome at 1280×800 the front screen is a plain white field carrying the THIEF PUZZLE ONLINE wordmark, a settings gear in the top-left corner, a shop button in the top-right, the version label V2.2 in the bottom-right and one round play button in the middle. Press it and the play button is replaced by a LEVELS board.

That board is 7 rows by 4 columns, which is 28 numbered buttons. On a first run only button 1 is lit, painted pale yellow and carrying a yellow question-mark badge; buttons 2 through 28 are grey and each has a small padlock in its bottom-right corner. A pink back button sits top-left and the shop button moves to the top-right, so the two places you can leave the board from are both in the header.

The frame is 450 × 800, the boards are 1280 × 1280

The game's canvas measures 450 × 800 inside the desktop frame, a 9:16 portrait board with black bars either side. The build itself is a Construct 3 export: the entry page loads box2d.wasm.js plus scripts/main.js, and the project data in data.json is 754,856 bytes.

Inside that file the level boards are declared individually as Level1 through Level28, every one of them a square 1280 × 1280 layout, while the interface screens — MainMenu, Levels, Preload, LevelEnd and Shop — are portrait 720 × 1280. The 28 padlocks on the select board are not a decoration: there really are 28 boards behind them.

Inside level 1

A sixty-second clock and two prompts

Level 1 is one room drawn straight on: a stick-figure thief with a white glove on the left, a thought bubble above his head holding a yellow key, a brown-and-black dog asleep on the checkered floor, a second stick figure in a blue cap standing at the white door on the right, a barred window with a hand crank, a grey trash can and a small yellow object on the floor between them.

The header of that screen carries a gear icon, the words LEVEL 1 and a green digital clock. The clock is a countdown from 60 seconds: it read 00:60 the moment the level opened and then 00:54, 00:50, 00:47 and 00:45 as the observation ran. Below the room, one line of white text tells you what the build wants.

The LEVELS screen of Thief Puzzle Online: a six-row by four-column grid of square level tiles running 1 to 24, with level 1 lit and wearing a question-mark badge while the rest carry padlocks, beside a purple mascot button
Observed 2026-10-04 in Chrome at 1280×800: the LEVELS screen of Thief Puzzle Online, a six-row by four-column grid numbered 1 to 24 with level 1 lit and the rest padlocked. The build itself carries 28 level boards, so the final row sits below this crop. The in-level countdown and prompts are described from the same session but are not the frame shown here.

Touch first, drag second

The bottom prompt is a two-step instruction and the game enforces the order. On entry it reads TOUCH THE THIEF TO START; after the thief is tapped it changes to DRAG YOUR HAND TO GET THE OBJECT and a white gloved hand is drawn in the middle of the room.

The hand is the puzzle piece rather than a cursor. The export ships images/rope_hand-sheet0.png and images/handani-sheet0.png for it, and its two sound cues are called rope-elastic and rope-krack, so the glove is attached to something stretchy by design.

Releasing the drag before the hand reaches the object does not reset anything. In our recording the room stayed exactly as it was, the DRAG YOUR HAND TO GET THE OBJECT prompt was still on screen and the clock was still at 00:45, so an abandoned drag costs you the seconds it took and nothing else. Two screens never reached our capture: a completed level and a failed one, so this brief makes no claims about either.

Build details worth knowing

Twenty skins, four upgrade slots, one shop

The shop button appears in the header of both the menu and the level board, and the project carries a Shop layout with images/imgshop-sheet0.png behind it. Four of its audio cues describe a store rather than a level: buy, coins, goal_coins and unlocked, alongside keys for the level object itself.

What the global list promises

The project's global variables read like a shopping list: levelUnlock decides which level button is live, the skin flags are declared twenty times over as skin1 through skin20, and four upgrade slots sit beside them as upg1 through upg4. There is also a bestscore and a pair of ad-reward switches, statusReward and unlockReward. Twenty skins and four upgrades are what the file declares, not what our capture saw being bought.

The physics is real rather than scripted. box2d.wasm.js is a 393,454-byte WebAssembly build whose internal identifiers name it Box2D_v2.3.1_min, so the objects in the room are simulated by a 2D physics engine rather than moved frame by frame.

Thief-puzzle quick checks

Levels, clock and the hand

Four things decide how a first session goes: how many levels are actually behind the padlocks, what the clock allows, what the two prompts mean and what the shop is holding. Here is what the screen and the build file say.

How many levels are there, and how many are open at the start?

Twenty-eight, laid out seven rows by four columns on the LEVELS screen. Only level 1 is lit at first, wearing a yellow question-mark badge, while the rest are greyed out with a padlock in the corner; the visible grid runs 1 to 24.

How long does the clock give me on level 1?

Sixty seconds. The green readout opened at 00:60 and counted down through 00:54, 00:50, 00:47 and 00:45 during a fifteen-second observation. Nothing in our capture showed what the build does when the count reaches zero.

What is the thief reaching for?

A yellow key, shown in the thought bubble above the thief's head on level 1. The room also holds a sleeping brown-and-black dog, a second stick figure in a blue cap at the door, a barred window with a crank and a grey trash can. Our capture never landed the hand on the key, so this brief does not claim which of those the hand must reach first.

Is there anything to buy in the game?

The menu and the levels screen both carry a shop button, and the project file declares a Shop layout with buy, coins, goal_coins and unlocked audio cues in it. Twenty skin variables, skin1 through skin20, and four upgrade variables, upg1 through upg4, sit in the global list, but our capture never opened the shop, so no prices are quoted here.