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NULLVOID, A Space Runner Devlog
JavaLibGDXGame Dev

NULLVOID, A Space Runner Devlog

April 20, 2026• 6 min read

NULLVOID is a fast paced space runner where you dodge rocks, stomp aliens and collect diamonds. It was my first real project using LibGDX and honestly the framework choice shaped a lot of the early decisions.

Why LibGDX

Java is not the first language people reach for when making games, but LibGDX handles a lot of the heavy lifting, rendering, input, asset management, so you can focus on actual gameplay logic. Coming from a C++ background with SFML on my previous project, the jump to LibGDX felt more structured, closer to an actual game engine than a graphics library.

Balancing difficulty

The trickiest part of a runner style game is pacing. Too slow and it feels boring, too fast and it feels unfair. I ended up building a difficulty curve that ramps obstacle speed and spawn frequency gradually, tested mostly by just playing it myself dozens of times and adjusting numbers until dodging felt tight but fair.

Two versions, two lessons

I shipped v1.0 first, then came back for v1.1 after noticing collision detection felt slightly off near platform edges. Small fix, but it changed how the whole game felt to play. It was a good reminder that polish often lives in details players cannot name, they just feel when something is slightly wrong.

Both versions are available to download on the projects page if you want to see the difference for yourself.