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.
Scope: Solo Indie Dev
Content: 40 Unique Levels
Mechanics: Breaking, Switching, Pushing, Teleporting
"I didn’t just build a game — I designed one."
Destroy walls. Create new routes. Optimize movement. This core mechanic completely transforms the space from a fixed puzzle into a dynamic, shifting system.
Cause and effect! Activating switches changes states—opening some paths while closing others. Think ahead before leaping.
Tactical problem solving. Push walls to bridge gaps, block areas, or entirely redesign the chamber's layout.
Non-linear spatial reasoning. Instantly warp across the map to discover unexpected routes and bypass critical roadblocks seamlessly.
STAY TUNED!
I'm currently designing fresh puzzles, complex mechanics, and even more dynamic hazards. More levels coming soon!
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.
Handled everything from Game Design to Audio alone. It was exhausting but incredibly rewarding to see my vision come to life.
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.
COMING SOON