Akaash Garg
← Back to case studies

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

Captive title screen with a character crouching beside a glowing generator and Play and Exit buttons
Title screen - hot and cold generators are the core puzzle object.
Overhead view of a guard search light sweeping a tiled factory floor toward the player
A guard raycast field of view sweeping the factory floor.

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.