A fast, juicy chain-reaction popping game. One click sets off the chain: each ball you pop expands and pops every ball it touches. Build big chains, hit the level target, and climb through endless levels.
Open index.html in any modern browser — that's it. No build step, no
dependencies, works on desktop and mobile (click or tap).
- You get one pop per level. Drop it where the most balls will cluster.
- Popped balls expand, hold, then shrink — anything they touch pops too.
- Clear at least the target number of balls to advance.
- Longer chains score more; clearing extra balls and higher levels add bonuses.
- Your best score is saved locally between sessions.
As you climb, the field mixes in special balls (telegraphed by colour/markers):
- 🟠 Bomb — pops with a much bigger blast and bonus points; great chain fuel.
- ⬜ Stone — slow, and a chain dead-end: it pops but won't trigger others.
- 🟢 Runner — fast, and flees from your pops. Hard to catch.
- 🟣 Splitter — bursts into two fresh balls that rejoin the reaction.
From level 3 the arena becomes a maze — a randomly generated, fully connected (always solvable) layout whose grid gets finer and tighter as you climb, so the maze grows more complex every few levels. Walls block chains and explosions — a pop can't reach (or even render) past a wall, so a single big blast no longer clears everything and you have to read the maze. From level 6 balls also speed up and the chain window shrinks. Powerups counter all of this, but each extra copy costs more, so you choose rather than buy everything.
- Smooth
requestAnimationFrameloop with delta timing - Glowing balls, particle bursts, score pop-ups
- Harmonic Web Audio sound: each ball's colour maps to a note in a C-major pentatonic scale, so chains play in harmony — warm plucked voices with stereo panning and reverb, and a signature tone per special ball (toggle with 🔊)
- Responsive, retina-aware canvas
- Start / level-complete / game-over screens with live HUD
- Zero external dependencies — a single self-contained HTML file