Bubble Pop

Aim, fire, and match 3 or more bubbles of the same color to pop them — anything left hanging with nothing above it falls too. The full flight path is on screen before you ever fire, and there is no Hint hiding anything that line does not already show.

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The board, and what clears a level

The board is one fixed screen, 320×672 units, with no camera and no scrolling. Bubbles sit in a honeycomb grid: even rows hold 8 columns, odd rows hold 7, offset by half a bubble so each one nests in the gap left by the row above.

A level's starting layout comes from the level number and a fixed seed, so every player meets the same board on the same level — and the same player meets it again after an app update. A fired bubble always lands in the nearest empty cell, so where a shot ends up is never a guess.

Ties for nearest cell are broken the same way every time — the higher row wins, and if that is still tied, the left column does. The same aim always lands in the same cell.

Controls, and the guide line

The line marks only the landing cell — not what color group it completes, what falls, or what chains after. Reading the board for that part is the game.

The ceiling, and the line that ends a level

Every few shots, the ceiling drops by one row. How many shots you get between drops tightens as you climb — 8 apart at level 1, 5 apart at level 100 — and that count is shown as a row of dots, never a countdown number.

At level 100, the deepest starting board still leaves roughly 8 rows — about 40 shots — of room above the line. That margin is deliberately tight: a board with room to spare would make the line decorative, and this series does not stage urgency it does not mean.

The 100 levels

Four levers move with the level number, all continuously — nothing plateaus before level 100.

What changes with the levelLevel 1Level 100
Rows on the starting board59
Colors in play46
Shots between ceiling drops85
How hard generation avoids same-color pairs0.050.14

That last lever stays modest even at level 100 — the ceiling and the shrinking gap between its drops are already carrying most of the difficulty, so generation does not also need to fight you for a layout.

The help you get

Losing is not a dead end and clearing one is not a score: statistics record attempts, clears and total play time, and nothing else. No streak is counted here, or shown.

Reading the board, and a couple of tips

The trajectory guide, the swap and the retry are on for every player, every level — no game feature is ever behind an ad or a purchase.

Questions people ask

Is there a time limit?

No clock while you aim — the ceiling only drops after you fire, once every few shots. Aiming itself is never timed.

What happens when I fail a level?

You get an instant, free retry on the exact same board, not a new one. Nothing about your progress or statistics is lost.

Are the trajectory guide and the bubble swap free?

Both are unlimited and free. Bubble Pop does not have a Hint feature — the guide line and the swap are the whole of the help on offer.

Is there a daily challenge?

Not yet. Boards are seed-deterministic, so one could be added later in the same shape Water Sort already has.

Do I need an internet connection?

The Android app generates every board on your device, so it plays from the first launch with no connection. The browser version needs to load the page once, and then the game itself runs in your browser.

What happens to the color I'm holding if it disappears from the board?

Nothing — it keeps that color regardless. Placing it puts the color back on the board, so it can turn up in the queue again afterward.

Everything described here is implemented in the open: read the source code on GitHub.