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MAZEBUSTERS

💡 THE IDEA — RETHINKING THE MAZE

For a long time, I had “Video Game Designer” in my bio, but I didn’t feel like one. I needed a project that truly represented me.

What if a maze wasn’t about finding the path… but creating it?

Players are placed in a closed maze where they dynamically break walls and shape their own path.
No correct solution. Multiple routes. Player-driven decisions.

⚙️ THE SPECS

UNITY C# FIGMA AUDACITY

Scope: Solo Indie Dev
Content: 40 Unique Levels
Mechanics: Breaking, Switching, Pushing, Teleporting

"I didn’t just build a game — I designed one."

💥 BREAKABLE WALLS

Pink Maze Red Maze

Destroy walls. Create new routes. Optimize movement. This core mechanic completely transforms the space from a fixed puzzle into a dynamic, shifting system.

🔀 SWITCHES

Blue Maze Switch

Cause and effect! Activating switches changes states—opening some paths while closing others. Think ahead before leaping.

📦 PUSH BLOCKS

Yellow Maze Movable

Tactical problem solving. Push walls to bridge gaps, block areas, or entirely redesign the chamber's layout.

🌀 TELEPORTATION

Teleport Mechanic

Non-linear spatial reasoning. Instantly warp across the map to discover unexpected routes and bypass critical roadblocks seamlessly.

🔜 MORE LEVELS

STAY TUNED!

I'm currently designing fresh puzzles, complex mechanics, and even more dynamic hazards. More levels coming soon!

🎨 A COMIC-BOOK UI WIN

UI was tough. I moved away from boring minimalism and dove into a bold, Ben-Day dot, comic-book aesthetic using Figma. And the result practically speaks for itself.

Main Layout UI Level Select UI

🏁 THE DEVELOPMENT JOURNEY

SOLO INDIE GRIND

Handled everything from Game Design to Audio alone. It was exhausting but incredibly rewarding to see my vision come to life.

LEVEL DESIGN

I knew placing cubes manually would be hectic, so I built a Tilemap 3D workflow from the start! It created the perfect workspace for snapping prefabs, allowing me to easily design 40 puzzle levels for now.

PLATFORM LAUNCH

COMING SOON