Future plans


Hello dear Null Breach player! (That's your clue to play it if you haven't already)

Let's talk a little bit about some of my future plans for Null Breach.
I already got quite some feedback on the game, which really helps a lot! I already addressed some of them in updates yesterday. However, there's more to come.

Not only will I improve the game feel, based on your feedback, even more but I'll also add more accessibility features. Including but not limited to short tutorial prompts when unlocking a new mechanic. I noticed that the second jump and full triple jump aren't very intuitive. I thought about replacing them with a double jump. However this would conflict with the attack jump and would make the level design more complex. The planned tutorial prompts will explain to the user what this is and how it works. Once understood it should be fairly simple and intuitive to use. Another thing that'll be added are visual and maybe even audio clues to when exactly you have to jump in order to activate the jumps of the triple jump. This makes it very clear when and how to use them.

I'll stick with the current abilities for some time now. There're a few other things I want to work on before creating new ones. Let's see what those things are.
I'll completely rework the randomized level generation. I already started with that. How will it be overhauled though? The current generation uses modules and fixed spawn points for new modules. I'll stick to using modules, however they'll be much, much smaller. The spawn position for new modules won't be fixed anymore but rather decided by the generator based on your currently unlocked abilities. Modules will also be separated into different categories, also based on your abilities. There won't generate a module where you have to use a ladder if you don't have this ability. This will make the level feel much more diverse and reduce the repetitiveness.
I currently created each module with at least two paths. One that you can always use, even without any unlocked abilities and one where you need at least one ability unlocked. The one where you need abilities had more spawn points for enemies and collectibles so you got rewarded for taking those paths.
Having multiple paths makes the level much more interesting and dynamic. I don't want to go without this aspect of the level design when changing the generation. I even want to focus on that even more. So expect more dynamic and less repetitive levels in the near future!

There're many many more plans, like new characters, abilities, areas, story and and and. But first I'll focus on fixing existing problems and reworking the generation to set the fundamentals of the gameplay.


That's it for now.
I'd love to head your thoughts on all of this, as well as your feedback on the currently playable version!

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