Popex!
a little world of bubbles
Score0
High Score0
POP TIME30 POPPED
COMBO ×22 moves left
ECHO IN ACTION!
CHALLENGE +5000/0 COMPLETEDDouble Pop — two lines at once1:30
ECHO0/3
READY?
Settings
SETTINGS
🎯 Smart tap placementTap centers the shape near your finger. Drag placement stays unchanged.
◇ Shape WorldsSelect CLASSIC, DIAMOND or HOURGLASS. The new shape starts with the next New Game; your current board is never changed. Each shape has its own personal High Score.Active board: Classic
🃏 Lucky Pop · JokerAfter 5,000–10,000 new points, a Joker may appear when the board gets crowded. Repeated pressure gradually increases the chance; calm play never triggers it. Tap to clear a cross.Force Lucky Pop: instant one-shot visual/audio test. Forced runs are unranked.
🧩 Hard Test (experimental)OFF = Smart Classic balance. ON = toughest shapes immediately, adds two 5-bubble pieces and makes POP TIME rarer. Refreshes Next Shapes without erasing your board. Test runs never save a normal High Score. Resets to OFF when the app reloads.
🌊 Dynamic Waves (experimental)Starts with 12 Warm-up moves and 8 Build-up moves; first STRESS begins at move 20. Then cycles STRESS (7), RECOVERY (4), RELAX (5). Wave changes appear clearly at the center of the board with distinct short sounds. Stress waves grow slightly tougher. Adds symmetrical Plus 5; Stair 5 removed. First set previews Plus 5 on an empty board. Unranked; OFF on reload.5 Relax → 7 Stress → 4 Recovery moves, repeat
🧪 QA Test BestOnly for forced tests and alternative rule settings. Normal gameplay with Smart + Echo + Lucky Pop + Sneaky Clone contributes to your standard High Score.0
👀 Sneaky Clone · ClassicON by default. A playful Bloopkin can rarely leave a copy after about 30 seconds of inactivity, only when Smart Difficulty sees a manageable board. Warning first; tap anywhere to cancel. No clones during pressure, recovery, Echo/POP TIME, challenges or Lucky Pop. Long cooldown and a safety check protect fair play. Included in regular High Score.ON · rare safe idle clone
🧪 Wave phase shortcutJump directly to the next phase and reroll the available shapes without advancing the score or clearing the board.
🧠 Smart Difficulty · Complete ClassicON by default: Smart selects the next shapes using free placements and recent decisions. Echo, Lucky Pop, POP TIME and Sneaky Clone play their own roles in one coherent ranked game. No scripted waves. Turning core mechanics OFF is an unranked comparison; manual force tests are also unranked.Adaptive Balance ONReads the board and recent moves · no scripted difficulty waves
🫧 Echo Charge · ClassicCHARGE is ON by default and included in regular High Score. Clear a full line containing 4+ (or 5+) consecutive matching colors to charge Echo. At 3/3, a qualifying line can POP matching neighbors. OFF and legacy CLASSIC modes remain test comparisons. Changing rules during a run makes it unranked.
🎨 Echo color runSet 4 or 5 consecutive Bloopkins of the SAME color within a completed line to earn one charge. Changing this resets the current charge.
⚡ Echo Charge thresholdClassic balance: 3 charges by default. Changing the target mid-game resets energy and makes the current run unranked.
🎯 Mini-challengesShort surprise missions, spaced by moves and relaxed playtime. No penalty for missing one.
🧪 Challenge testForce a challenge after the next successful move; unranked testing.
🧪 End scene: Game OverShow GAME OVER immediately after your next valid move. Test only.
🧪 End scene: New High ScoreShow the crowned high-score bubble after your next valid move. Does not save a fake record.
🧪 POP TIME testEvery 3rd shape; unranked test. OFF on reload.
Session insights ▾
Playtime0:00
Moves0
Scoring modeRANKED
Smart stateBALANCED
Pressure episodes0
Recoveries0
Smart offers0
Tight offers0
Control offers0
Pressure offers0
Crisis offers0
Recovery offers0
Peak fill0%
Tightest shape families0
Lines cleared0
Color chains0
Combo bonus clears0
Combo points0
Best combo0
POP TIME uses0
Echo charges earned0
Echo uses0
Lucky Pops0
Sneaky clones0
Echo bubbles0
Bonus bubbles0
Trio sets used0
Completed games0
Play Again taps0
Combo levels add +55 points for ×2, +110 for ×3, and so on. One cleared line silently primes a chain; two lines at once earn COMBO ×2. One setup move per combo step; after a chain breaks, four moves before the next chain can begin. Local statistics only.
📊 Playtest counters ▾
App opens0
Games played0
Games ≥ 3,000 pts0
Games finished0
Stored only on this device and browser. A game counts as played after its first valid move. 3,000+ is counted once per game as soon as the score reaches the milestone, even if play continues or a test helper was enabled. Forced Game Over previews are excluded from finished games. These counters start with v128; deleting site data resets them.