All workUnity game
062025

Maze of Shadows

Build the maze, then survive it: a two-phase Unity puzzle-adventure.

A Unity puzzle-adventure built as a senior capstone around a two-phase tilemap architecture: players slide tiles to build a maze, which then becomes a playable world of rooms, enemies, cameras and objectives.

Year
2025
Role
Development, Team of 4
Built with
UnityC#NUnit
A hooded figure in a dark green cloak in a torchlit stone dungeon
The game

Two phases, one maze

Maze of Shadows is a Unity puzzle-adventure built as our senior capstone, centred on a two-phase tilemap architecture. Players first construct a maze with a constrained sliding-tile system; that layout is then deterministically mapped into a playable world, with rooms, enemies, cameras and objectives instantiated at runtime.

It was our team's first game, built in under two months across three sprints, with an emphasis on modular systems, runtime validation and board logic that scales.

< 2 mo
From idea to release
March to May 2025
3
Sprints
Built iteratively
3×3–5×5
Board sizes
Chosen at the start

Under the hood

01

Build phase

Slide tiles like a slider puzzle; a BoardManager checks adjacency and keeps every configuration valid.

02

Play phase

Each 2D tile maps one-to-one to a 3D room prefab, spawned from the layout you built, spawn room included.

03

Cameras per room

Every room has its own camera, switched as the player crosses from one room into the next.

04

Enemies that hunt

Enemies spawn as you enter a room, follow you and fire back, with health, animation and death.

05

A goal that scales

Collect coins to win; the target grows with the board (its size plus two), with up to two coins a room.

06

Tested

Tests written with the Unity Test Framework and NUnit alongside the game.

Play it or read it

The source, a pre-built executable and a gameplay video are on GitHub.