BREACH – Roguelike Breakout

About

Breach started as a one-week Game Jam challenge: rebuild Breakout from scratch — but faster, harder, and smarter.
What began as a small arcade prototype evolved into a full roguelike reinterpretation coded in C++ with SFML, where every hit counts, and every second matters.

You face a collapsing field of bricks.
You must destroy them all before the timer runs out — while keeping your remaining balls alive.
Each victory brings you to a shop where you can buy cards to upgrade your abilities, unlocking new passives and actives that drastically change your next run.

🎮 Playable Demo: Itch.io – Breach
📂 Source Code: Available on request


Project Info

Role: Solo Developer (C++ / SFML)
Time Frame: Late Summer 2025 – Ongoing
Engine / Library: C++ & SFML
Development Period: 1-week Game Jam → Continued Development
Platform: PC
Status: Playable Demo (In Development)


🎮 Introduction

Breach blends arcade reflexes with roguelike progression.
Every run is a short, intense challenge: clear all the bricks before time runs out, or die trying.

After each victory, you’ll enter a card shop that lets you shape your next attempt. Choose between passive buffs and active powers, and experiment with wild combinations.

Each new card unlocks new synergies – some make you faster, others multiply your balls, or even destroy random bricks. The more you play, the stronger (and more chaotic) your runs become.


🧠 Gameplay Systems

Core Loop

  • Clear all bricks within the timer
  • Avoid losing all balls
  • Earn access to the shop
  • Buy cards and prepare for the next stage

Card System

  • Passive Cards: permanent boosts like
    • +1 starting ball
    • Automatically destroy last brick
    • +20% paddle speed
  • Active Cards: special cooldown abilities such as
    • Spawn a new ball
    • Instantly destroy a random brick

Power-Ups

Random drops during gameplay create unpredictable momentum:

  • Double ball count (x2)
  • +1 new ball
  • Speed-up / slow-down
  • Destroy random tile
  • Extra life

Each power-up can synergize with cards, amplifying chaos and score potential.

Roguelike Progression

  • Unlock new cards after certain milestones (e.g. first death unlocks a new card)
  • Planned: earn currency between runs to purchase upgrades and meta-progression

🎨 Visual & Technical Design

Art Direction: Pixel-art with an industrial aesthetic
All 2D assets were handmade, accompanied by licensed music and sound effects.

Visual Effects

  • Dynamic ball impact sparks
  • Camera shake on explosions
  • Break and particle animations for satisfying feedback

🧩 Technical Highlights

  • QuadTree optimization to efficiently handle large numbers of bricks
  • Clean OOP architecture with modular classes (Ball, Brick, Paddle, CardManager…)
  • EventBus to handle card and power up system
  • Scalable card system for rapid addition of new passives or actives
  • Designed for smooth 60+ FPS performance in C++/SFML

📚 What I Learned

  • Designing a modular C++ architecture that supports fast feature addition
  • Implementing optimized physics systems with QuadTrees
  • Balancing arcade pacing and roguelike progression
  • Collecting and applying player feedback from live playtests
  • Managing solo development: planning, iteration, and polish

💡 I’m especially proud of how organized and scalable the project became – each new card or mechanic can be added in minutes, keeping the system both robust and flexible.


🚀 Future Plans

  • Add currency and meta-progression between runs
  • Improve QuadTree dynamic updates for better performance
  • Add new cards, special abilities, and visual polish
  • Integrate Steam demo