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I bought the game a few minutes ago and I must say, it’s a good game (A.I. support or not) and I like it. It's also great, that some features are included, that are missing in the first Bubble Pop , like for example the various selectable aiming-lines or a 2-player mode. I also find the other stuff, with these planets etc interesting. Solid game. I do have some suggestions, maybe you are interested.

(1) Could the short aiming-line perhaps be designed a bit different. At the moment, it's only a very small dot and it would make the aiming easier, if this dot would be a bit bigger. I have two suggestions, how it could be designed:



In both examples, the point is bigger and this makes it easier to aim. Maybe the short aiming-line could be changed, or another selectable aiming-line (different dot) like this could be added?

(2) The idea for a two-player mode, where players take turns shooting, is an interesting feature. Even better, however, would be an additional two-player mode, where the play-areas of both players, are visible on the screen simultaneously, allowing players to compete directly against each other. I mean a classic "versus" mode, which continues, until one player’s bottom row is reached (much like in the official "Bust-a-Move (Puzzle Bobble)" games). Such a versus mode always is the most fun, in games like this, when you have friends at hand, playing against you.

(3) Absolutely perfect would be, to integrate CPU-players, against whom you can play in versus mode, as is the case in "Bust-a-Move 2" for example, because then you don’t need to have any friends on hand for playing. *lol* But I also know, that adding a strong CPU playing-mechanism is a hard thing, especially on a 8bit computer like the C64. But maybe, at least a 2-player versus mode for two human players, could be added?

And a final question. Would it be possible, to add this aiming-line selection-feature, also to your predecessor "Bubble Pop" game? That would be great, ideally including the new design for the short aiming line (one of these bigger dots). Cheers.

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Hey Sparky-d,
Thanks for checking it out! I took your suggestions for the first point and incorporated them into this version. The pointer is an awesome idea—I'll work on that and should have an update ready in a couple of days.
As for the two-player mode, I initially held back because I was tight on space, but I’ll double-check to see if I can squeeze it in. VS CPU is also a fantastic idea. I'll review all of this and follow up with you in a few days.
Really appreciate all the incredible feedback. It makes a massive difference since I'm flying solo as the only tester right now!
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Thanks for the quick answer and for accepting and implementing user suggestions (that’s certainly not something everyone does). Therefore, thumbs up.

Good playing CPU-opponents really would be a fantastic feature, though it seems tricky to pull off, in "Puzzle Bobble" style games on a 8bit computer like the C64, I guess. Unfortunately, on the C64, none of the existing clones of this puzzle-game includes CPU-opponents so far. Perhaps because it's difficult to implement a really good playing CPU?

On the other hand, there's a great "Puyo Puyo" clone named "Oy Up" on the C64 and this game actually features well-playing CPU-opponents. And the "Puyo Puyo" game-mechanic isn't exactly simple either, if you really want to play well. So, it's possible obviously. Also in other C64 puzzle-games like for example "Dr. Maria", CPU-opponents would be a fantastic thing to have. 16bit puzzle-games (on Amiga, MegaDrive, Atari-ST, SNES, PC-Engine) often have something like this, while in 8bit puzzle-games, you mostly don't have CPU-opponents, sadly. But for example the Game-Boy "Puzzle Bobble" games are surprisingly good and they have CPU-players and these are also acting good in gameplay, when you choose "hard" mode in these games.

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Uploading v1.2 now and will update the change log.

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Thanks for the ultrafast v1.2 update, very nice!!! Now the aiming definately works better, with this bigger dot and together with the setting "short" for the "aim line", the game plays perfect then. This is how a Puzzle Bobble game should work. Great.

If I were you, I would make the setting "aim line short" the default setting, because normally these kind of "Puzzle Bobble" style games, should be played without a long helpline, because the user should also make mistakes in aiming from time to time, it's the game principle to do so and this is nearly impossible, when a long aiming-line (I call it helpline) is visible. But such a longer helpline is okay for absolute beginners, therefore it's selectable in the game-menue then, but I would not make this the default setting, if you ask me.

And another thing I found out in v1.2. The settings "aim line short" + "aim style doted" end up in the same result as "aim line short" + "aim style line" (because there is no visible line in "short"). This is a bit confusing for the users, because you generally expect something to change, when you adjust something in the settings. But this could simply be solved in a way, that the function "aim style" is greyed out (unusable) in the moment, when the user selects "short" for the "aim line". And when greyed out, always the word "doted" should be visible, for "aim style". Then everything would be totally clear for the users and there can be no more confusion, regarding this point.

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I will roll out v1.3 with these updates in an hour.
Thank you for the excellent and consistent feedback!

Wow, you online again. :-) You are acting as fast as a computer. *lol* Thanks for the constant ultrafast improvements.

Everything good now in V1.23. Great!

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I am glad everything is working, enjoy!

Would be great, if you could do the same new features, that was added to this game here, regarding different aiming-lines and aiming-styles, also to your game "Bubble Pop - the sea" in the future. Because also this game is really great and would benefit from the changes.