Rosette is a free online stained-glass bubble shooter rendered on an HTML5 Canvas inside a gothic cathedral — for fans of Bejeweled and Candy Crush who enjoy match-cluster cascades with no download required. A hex grid of jewel-toned glass orbs — ruby, sapphire, emerald, citrine, and amethyst — fills the upper play area beneath a band of pointed arches and a faint rose-window backdrop. An ornate organ-pipe shooter waits at the bottom of the 480 × 620 board: three brass pipes, with your next bubble parked in the slot beside them.
Move your mouse (or drag your finger) to aim, then click or tap to fire. Aim is clamped a few degrees short of horizontal on both sides, so every shot travels upward. When three or more same-color bubbles connect they shatter in a burst of glass shards. Any bubbles left without a path back to the ceiling row then cascade away for a bonus. Every few shots the whole field descends one row, and the run ends the moment a bubble reaches the pulsing red line near the bottom of the canvas. Your score is sent to the leaderboard when the run ends — whether that ending is a bubble crossing the line or the fifth level coming down clean.
Rosette runs five levels, and each one tightens a different screw. Level 1 opens with four rows drawn from just three colors — ruby, sapphire and emerald — and gives you seven shots between descents. Level 2 adds a fifth row and citrine as a fourth color, with the counter down to six. Level 3 brings amethyst in for the full five-color palette across six rows and drops to five shots. Levels 4 and 5 stack seven and eight starting rows against a hard floor of four shots per descent, so late levels arrive faster than a careless shot can clear them.
Clearing a level means clearing it completely — the last bubble has to leave the grid, and there is no partial credit for thinning the field. When it happens the rose window behind the board wakes up, its twelve petals lighting one after another before the pale center fills in, while a panel totals the level for you: bubbles cleared and the points they paid, how many cascades you triggered and what those were worth, the level bonus, and your running total. Then the next field builds and the shot counter resets.
Two special bubbles enter the shooter queue as you climb. Rainbow bubbles start appearing at level 3, roughly one shot in fourteen, drawn as a slowly rotating hue gradient. A rainbow does not match everything it touches: when it lands it reads its six neighbors, takes whichever color is most common among them, and pops as that color. Land one against a single neighbor and it becomes that color; land one in a gap with no colored neighbors at all and it simply sits there as dead weight.
Bomb bubbles unlock at level 4 and are drawn as a dark orb with a pulsing red core. A bomb ignores color entirely: it destroys the cell it lands in plus every bubble touching that cell — seven at most — for 15 points each, and the usual cascade check then runs on whatever it cut loose. Both specials are decided by the same roll, so once level 4 arrives bombs are the more common of the two by some margin.
Mouse: move to aim, click to fire. Touch: drag to aim, lift your finger to fire. The keyboard covers the rest — Space fires the loaded bubble, R restarts a run from level 1, and M toggles sound. There is also a speaker button in the top-right corner of the canvas, and the mute setting is remembered between sessions along with your personal best. Switching browser tabs pauses the run and dims the board; a click or tap brings it back. On a phone the canvas scales to the width of the screen, and the game gives a short haptic pulse on a pop, a cascade, a level clear and a game over.
Aim the organ-pipe shooter with your mouse or finger and fire at a cluster of same-color bubbles. When three or more connect they shatter: 10 pts each for a 3-cluster, 15 pts each for a 4-cluster, and 25 pts each for a 5+ cluster. Any bubbles left without a path back to the ceiling row then fall for 5 points each, and clearing a level adds a bonus of 200 × the level number.
Daily mode uses a seeded RNG keyed to today's UTC date — every player worldwide sees the same starting field and the same bubble queue. Daily scores go to a separate leaderboard. Finishing a daily run marks the day complete and puts a "Daily Completed" badge on the start screen; you can still replay it, and a later run is submitted like any other.
The descend counter starts at seven shots on level 1 and tightens by one each level — six on level 2, five on level 3, then a floor of four on levels 4 and 5. When it runs out the whole grid drops one row and the counter resets. A pulsing red line near the bottom of the canvas marks the point of no return: if any bubble reaches it, the run ends.
Rainbow bubbles appear from level 3, roughly one shot in fourteen. A rainbow takes whichever color is most common among the six neighbors it lands against and pops as that color; with no colored neighbors it does nothing at all. Bomb bubbles appear from level 4 and clear the cell they land in plus the six bubbles touching it, regardless of color, for 15 points each. Rainbows are drawn as a rotating hue gradient, bombs as a dark orb with a pulsing red core.
A run ends one of two ways: a bubble reaches the red warning line, or you clear the fifth and final level. Either way the score goes to the leaderboard at that moment, and your personal best — kept in your own browser — updates if you beat it. There is no way to bank a score part-way through, so a level worth clearing is worth playing out.
Partly. Space fires the loaded bubble, R restarts from level 1 and M toggles sound, but aiming is mouse or touch only — the shooter angle follows the pointer. Switching tabs pauses the game automatically, and a click or tap resumes it.