Please consider this game as demo of most features we managed to do in time. Also I forgot to write that this is dynamical stealth game, so don't want you to stay still for too long. The idea of level is step-by-step education of them. Each guardian, each hideout has its purpose.
Here's the idea of level design, so I advice to try it yourself and don't read the following text before:
The first guardian looks only one direction, but the circle stretches across the entire width of the path, so you should to pass behind him. That's how you'll find out that the circle is not as dangerous as it seems to be.
The second behaves like typical guardian from most stealth games. As well you'll see the hideout on the way of patrol. There's no way other than this to go through him unnoticed. That's how you'll find out that guardians can't see through hideouts.
The third stage checks your understanding of previous rules. You just need to go through sectors of vision of 2 guards.
The fourth stage is the guardian between tables. There's just no way to avoid him, so thus begins "prescripted" chase.
The fifth stage is escape. Here you are to avoid the last guardian and get through the tables as quickly as possible (yeap, it's possible) and at last reach the end of level. That's how you'll find out that level-designer (me) is pretty evil person and that you can run the full course of the game (stealth - escape - stealth)