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Pop Tap

Pop Tap is a bubble shooter with pins in the way. A honeycomb of coloured bubbles hangs from the top, you fire one at a time from the bottom, and three or more of a colour touching pop. Anything that loses its hold on the ceiling falls — worth more than a pop — and from level five on, round pins sit in the field: a shot bounces off them, and a falling cluster ricochets off them on the way down.

Every bubble you shoot snaps into the honeycomb where it lands. Join it to two or more of the same colour and the whole group pops. But the board is a hanging structure: pop the bubbles a cluster was clinging to and the cluster comes down with them, whether or not the colours match. Good bubble shooter players rarely aim at the biggest group — they aim at the one holding everything else up.

The aim line is honest. The dotted trail shows the exact path, bank shots off the walls included, and the ghost ring shows the cell the bubble will occupy. That turns a game of reflexes into one of geometry: a bounce off the left wall reaches the pocket that no straight shot can. Swap the loaded bubble with the next one whenever the colour in hand is not the colour you need.

The pins are the twist. From level five a few round pegs sit in the lower part of the field — one at first, up to four later, never in the same place twice. A shot that hits one bounces off, and the dotted aim line shows exactly where, with the same dashed ring it draws at the landing cell. Pins block the straight route to a pocket and open a bank shot nobody would have tried otherwise; and when a cluster comes down, it bounces off them on the way, which is half the fun of dropping one.

Levels are the campaign. Each one is a fixed board — the same for every player, forever — with a shot budget worked out from how a solver plays it, with room to miss. Clear the board and you earn one, two or three stars depending on how many shots you had left, plus coins. Run out of shots, or let the bubbles reach the line above the launcher, and you retry the same board with the same colours available. Boards grow from three colours and four rows to six colours and ten rows with gaps in awkward places.

Arcade is the endless one. It starts the way the classic arcade cabinets did: a few rows, four colours, and a counter on the ceiling. Every few shots a fresh row pushes in from the top and the whole board steps down a notch. The counter shortens as you go and new colours join in, so sooner or later the bubbles win. Your score — ten points a pop, twenty-five a drop — goes on the arcade leaderboard; your highest level goes on the levels board.

Boosters are for when a board fights back. A bomb blows a two-ring hole wherever it lands. A rainbow bubble pops every group it touches, whatever their colours. A fireball burns straight through everything on its path to the ceiling. You start with one of each; the shop sells a small pack for the coins that levels and arcade runs pay out, and a bigger one for watching an ad. All three are drawn in code, like the rest of the game: there is nothing to download, nothing to load, and it plays the same on a phone screen as on a desktop.

When only one colour is left on the board the game does not make you finish it: the last bubbles let go on their own and the level is done.

How to play Pop Tap

Pop them all before the shots run out — or, in Arcade, before the rows reach the line:

Desktop: Move the mouse to aim, click to shoot. Press Escape to pause.
Mobile: Touch and drag to aim, lift your finger to shoot. The board is sized for thumbs.

Game modes

ModeWhat changesWho it's for
LevelsFixed boards with a shot budget and a three-star rating. Levels 1–2 use three colours, pins arrive at level 4, six colours by 25, and from level 20 a stone ceiling pushes down every few shots — faster the further you go. Every tenth level is hardcore: no aim line. The curve keeps climbing to around level 400, then holds. Endless, deterministic, progress saved.Anyone who likes a puzzle they can come back to.
ArcadeEndless. A new row pushes in every seven shots at first, then faster; new colours join as you go. Score points until the bubbles reach the line.Players chasing a high score.

Tips for Pop Tap

Who made Pop Tap?

Pop Tap was built for crokocat in 2026 — a classic-rules bubble shooter with pins in the field, a levels campaign whose shot budgets are set by a solver playing each board, an endless arcade with a descending ceiling, and three boosters, drawn entirely in code so it loads instantly on any device.

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About this game

Controls
Move the mouse or drag a finger to aim — a dotted line shows where the bubble will land, wall bounces included. Click or release to shoot. Tap the small bubble next to the launcher to swap it with the one loaded. Boosters sit under the board and cost coins: bomb, rainbow, fireball.
Supported devices
desktop, phone, tablet
Developer
crokocat
Genre
Puzzle
Release date
September 2026
Latest update
September 2026

Related categories

Frequently asked questions

Is Pop Tap free to play?

Yes. Pop Tap is free on crokocat with no download and no sign-up — it runs entirely in your browser on desktop, phone and tablet.

How do I pop bubbles?

Shoot a bubble so it touches two or more of the same colour. The group pops, and any bubbles that were hanging from it fall too.

Why did bubbles fall that did not match my colour?

Because they lost their connection to the top of the board. A bubble only stays up while a chain of neighbours links it to the ceiling; pop that chain and everything below comes down — and scores more than a pop.

How many levels are there?

Levels are endless and deterministic: level 42 is the same board for everyone. Boards grow from three colours and four rows to six colours and ten rows. Your progress and best level are saved on your device.

What happens when I run out of shots?

The level ends and you retry the same board. Levels give a budget worked out from how a solver plays the board, with room to spare for misses; more shots left at the end means more stars and coins.

How does Arcade mode work?

The board starts with a few rows and a counter on the ceiling. Every few shots a new row pushes in from the top and the whole board moves down. The game ends when a bubble crosses the dotted line above the launcher; your score goes on the arcade leaderboard.

What do the boosters do?

Bomb blows up everything within two rings of where it lands. Rainbow pops every group it touches, regardless of colour. Fireball burns through every bubble on its path up to the ceiling. You start with one of each; the shop sells a small pack for coins — earned by clearing levels and scoring in Arcade — and a bigger pack for watching an ad.

What do the pins do?

Pins are round pegs that appear in the field from level five. A shot that hits one bounces off — the aim line shows the bounce — and bubbles that fall from the board bounce off them too. They block some straight shots and make bank shots possible.

What is a hardcore level?

Every tenth level hides the aim line: you judge the bounce yourself. The header shows “no aim” next to the level number, and the shot budget is a little wider to make up for it.

Why is the ceiling coming down?

From level 20 a row of stone pushes in from the top every few shots and the whole board steps down with it. The higher the level, the fewer shots between rows. Stone is not a bubble: it cannot be popped, only pushed the board below it.