Independent project
Captive
Unity Game Developer · Level Up Circle Beginner Jam
Roguelite stealth-puzzle game about escaping a factory by linking hot and cold generators while avoiding guards.
- Unity
- Event-Driven Architecture
- Finite State Machines
- Blender
- Asset Store
Stealth games depend on guard behavior actually reading as fair — if line-of-sight is faked or guard states don’t telegraph clearly, players stop trusting the stealth system and start treating detection as random.
What I built
Captive, a roguelite stealth-puzzle game built for Level Up Circle Beginner Jam #1: players escape a sequence of factory rooms by connecting hot and cold generators, which reshapes each room’s environment, while avoiding patrolling guards. Puzzle elements run on an event-driven architecture so new room mechanics can be added without touching existing ones. Guard behavior runs on a finite state machine — idle, patrol, chase, kill — and vision is computed from physics raycasts rather than a simplified distance check, so obstacles genuinely block line of sight instead of guards seeing through walls.
Screenshots
Screenshots from the akaashgarg.com portfolio.
Outcome
A complete roguelite stealth-puzzle loop shipped for the jam, with raycast-based guard vision and a modular event-driven puzzle system built to extend past the jam prototype.