Problem
First-person maze games can quickly become frustrating if navigation, camera behavior, and puzzle pacing are not carefully tuned for player orientation. The challenge was to preserve difficulty while avoiding fatigue and disorientation during repeated traversal.
Solution
I designed controlled maze progression with clear challenge escalation, puzzle checkpoints, and movement/camera tuning to keep play readable and fair. The implementation focused on balancing tension and usability so the core maze loop stayed engaging instead of punishing.
Results
- — Delivered a playable FPV maze game with clear puzzle progression.
- — Improved navigation feel through movement and camera tuning.
- — Validated core puzzle loop for replayable challenge.
What shipped
- — First person camera system with tuned movement controls.
- — Maze navigation loop with puzzle based progression.
- — Structured level layout for escalating challenge.
- — Core interaction systems implemented in C .
Overview
Ravage is a first-person maze puzzle game developed in Unity. The project focuses on spatial challenge, navigation pressure, and puzzle-solving flow.
Features
- First-person camera system with tuned movement controls.
- Maze navigation loop with puzzle-based progression.
- Structured level layout for escalating challenge.
- Core interaction systems implemented in C#.
Future Improvements
- Add adaptive hints for player retention.
- Introduce dynamic maze variations for replayability.
- Improve visual guidance for key puzzle objectives.
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