PlayBubble Blitz Below!

Project Overview

Bubble Blitz is a playful underwater shooter where players control a fish using the Circuit Playground Express. The concept of this game is inspired by Nokia: Space Impact.

The fish automatically shoots bubbles while players dodge incoming mean shrimp obstacles and try to achieve the highest score.

Interaction

Button A / B (CPX) moves fish up and down

Fish auto-shoots bubbles

Enemies spawn continuously

Collision resets the game

Design Process

01

Started from a modern remake of Nokia: Space Impact game.

02

Simplified gameplay to focus on one clear interaction.

03

Found object references on Google then re-generate visual objects (background, fish, bubbles, and shrimps) with Gemini.

04

Added underwater background music to improve immersion and gameplay atmosphere.

05

Built p5.js gameplay first with vibe code (ChatGPT and Gemini), then connected CPX controller (MakeCode).

06

Iterated visuals and controls for smoother experience.

Challenges

Making the CPX controller input work smoothly with the p5 game controls.

AI-generated assets required manual cleanup in Photoshop before they could be used in the game.

Learning JavaScript syntax and debugging errors as a first-time coder.

Understanding how game logic works, including object size, object positioning, and how different variables affect movement and collisions.

AI sometimes produced incorrect or irrelevant results which required extra clarification and correction.

Using AI in Development

Determined the right workflow: concept → p5.js prototype → CPX integration.

Helped generate initial game structure and mechanics through vibe coding.

Assisted with debugging and code fixes.

Assisted in integrating visual assets.

Helped refine gameplay logic and interaction behavior.

Key learnings

01

Small interaction loops are enough to create fun gameplay.

03

Hardware input adds playful physical interaction.

02

Rapid prototyping with p5 allows fast experimentation.

04

AI accelerated coding and debugging, but manual adjustments were still needed to make the visual and interactions feel right.

Demo Video