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Action Puzzle · 2021

Maaze

Maaze is a top-down survival maze shooter where route planning, enemy pressure, and short-burst combat live inside the same loop. I designed the gameplay systems, produced the art, and shipped the title to iPhone, iPad, Android, and PC players.

Role

Solo Game Developer

Timeline

2021

Stack

Unity, C#, Blender, Cinemachine

Impact

48+ levels · App Store + Google Play + itch.io release · 1K+ downloads

Top-down Maaze screenshot showing the player tank navigating toward a glowing objective.
Core Maaze moment: navigate the arena, avoid traps, and commit to a route before the timer wins.

The game loop

The player reads a maze from a top-down view, threads through hazards, and decides when to fight or flee. The best runs come from understanding enemy positions, picking efficient routes, and using pickups at the right moment rather than simply rushing the exit.

Combat under pressure

  • Built a turret-style shooting loop on top of the maze navigation so every turn can become a tactical choice.
  • Introduced hostile Green patrols and Red Phantoms to force movement, timing, and spatial awareness.
  • Added Vitality Stations and collectible pickups to create visible risk-versus-reward decisions during a run.

Level pacing and progression

  • Designed 48+ stages with escalating layouts, tighter timers, and more demanding enemy placement.
  • Used teleporting collectibles and dark mode arenas to vary the rhythm without changing the core controls.
  • Balanced the sessions for short mobile-friendly runs while keeping the challenge legible on larger screens.

Production and release

Maaze was built as a fully solo production effort. I handled systems design, gameplay tuning, art direction, asset production, build prep, store packaging, and the feedback loop with testers before shipping to the App Store, Google Play, and itch.io.

Key contributions

Game design

Defined the loop, enemy behaviors, item economy, and challenge curve that give the maze layouts their tension.

Art pipeline

Modeled and textured the environment pieces in Blender for a clean top-down read and fast iteration in Unity.

Launch

Prepared Android and PC builds, produced the store-facing materials, and tuned the game using playtest feedback.

Selected screens