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A smiley mochi lamp fires one glowing beam across a candy grid, and you flip and slide diagonal mirrors to bounce it through every crystal at once.
Mochi Beam is a single-beam reflection puzzle. A cute mochi lamp sits on the edge of the board and fires one glowing beam straight inward. That beam keeps going in a perfectly straight line until it meets a diagonal mirror, hits a sleepy cushion, or runs off the grid - and your job is to steer it so it passes through every sparkling crystal on the board. The moment a crystal sits on the beam's path it lights up, and lighting all of them at once clears the level.
You steer with the mirrors. Each ordinary mirror is a diagonal bar that points one of two ways - a forward slash or a back slash - and tapping it flips between the two, instantly re-routing the beam so you can watch it swing to its new heading. Because the beam is always shown live, Beam is less about hidden math and more about reading the bounce: nudge one mirror, see where the light lands, then nudge the next.
The 20 hand-tuned levels are grouped into five candy worlds - Berry, Citrus, Mint, Ocean, and Galaxy - and each world layers in a new piece. Mint adds sleepy cushions that stop the beam dead so you must route around them. Ocean bolts some mirrors at a fixed angle (you can't flip those) and introduces rail mirrors that you drag along a track instead of rotating. Galaxy brings portal pairs, where the beam dives into one swirl and pops out of its twin on the same heading, carrying the light across gaps a cushion would otherwise block. Boards grow from a tidy 5x5 up to a busy 10x10 as you go.
There is no timer, no move limit, and no way to lose - Beam is a calm, take-your-time puzzle. Every board is built backward from a guaranteed solution and re-checked before you ever see it, so you can experiment freely knowing a real answer always exists. Clear all 20 levels and Endless mode opens up, generating brand-new boards with every mechanic switched on from the first one and difficulty that keeps ramping past the curated finale, so the puzzles never run out.
| Input | Action |
|---|---|
| Tap / left-click a mirror | Flip its diagonal between forward-slash and back-slash |
| Drag a rail mirror | Slide it along its track to a new cell (it keeps its angle) |
| Space or Enter (on the clear card) | Jump straight to the next puzzle |
| Gear (settings) button | Toggle music and sound and open the level picker |
| Home (back) button | Return to the Anime Mochi home page |
What sells Mochi Beam is that the light is never hidden. There is no fire button, no commit step, no waiting to see whether a guess paid off. Flip a candy mirror and the glowing line snaps to its new heading right under your finger, so the loop is flip, glance, flip again. That tightness changes how the puzzle feels: you stop doing angles in your head and start reading the bounce by eye, treating the beam like a piece of string you keep tugging until its single path threads every crystal at once. The crystals only count when they are lit simultaneously, which is the whole tension.
Underneath, the boards are grown from an answer, not sprinkled with one. A billiard walk fires the beam in long straight runs across the grid, drops mirrors at the far ends and deliberately keeps them spaced apart so the layout never clumps into a knot. Cushions are placed only on cells that solution beam never touches, and portals split one straight run so the gap between them can be sealed off. Then the whole thing is re-traced to confirm it still lights, and only the movable pieces are scrambled. The upshot you feel: never chaos, just a handful of fixes to spot.
The reward layer is small on purpose and lands hard anyway. The beam draws in two passes, a faint wide halo under a white core, with dashes that crawl along its length so even a solved, still board keeps moving. A flip gives a tiny springy squash, a short triangle blip and a faint shake; clearing a level fires sparkles out of every crystal under a five note climb and a soft flash. The clear card simply notes the tap count, a curiosity rather than a grade, since every solve hands you the full three stars no matter how you got there.
One quiet touch carries the kid-first design. When you idle for a few seconds, or rattle off a run of taps that lights nothing new, a pointing hand bobs over the one piece still set wrong, the one the live beam reaches first. It never solves the board, only says where to look. The mechanics stack world by world, cushions in Mint, bolted mirrors and slide rails in Ocean, tinted portal pairs in Galaxy, and the real spike is meeting all of them on a busy ten by ten. With no timer and no fail state, it suits an unhurried, thinky sitting.
Steer the single beam so its path runs through every crystal on the board at the same time. A crystal lights up while the beam crosses it, and the level clears the instant all of them are lit together - there is no points target, just light them all.
Most mirrors rotate: tapping flips the diagonal bar between its two angles, forward-slash and back-slash. Rail mirrors are different - they sit on a slide track marked with chevron arrows and keep a fixed angle, so you drag them along the groove to the right cell instead of flipping them. Bolted (dim) mirrors with bolts at each end can't be changed at all.
The sleepy pillow cushions stop the beam dead, like walls, so you have to route the light around them. Portal pairs are linked swirls (each pair tinted its own colour so you can tell which two are joined): the beam dives into one and re-emerges from its twin on the same heading, which lets it cross gaps a cushion would otherwise block.
There are 20 hand-tuned levels split into five candy worlds - Berry, Citrus, Mint, Ocean, and Galaxy - four levels each, with boards that grow from 5x5 up to 10x10. Clear all 20 and Endless mode unlocks, generating new boards forever with every mechanic active from the very first endless board and a difficulty that keeps climbing past the final curated level instead of resetting easy.
No. Every board is built backward from a known solution: the beam is walked across the grid first, mirrors and crystals are placed on its path, then the whole thing is re-traced to confirm every crystal still lights before you ever see it. The mirrors are only scrambled afterward, so there is always at least one valid way to solve it and you can never get genuinely stuck.
You can re-aim as much as you like - there is no timer, no shot limit, and no cap on how many times you flip or slide a mirror. The board even counts your taps and shows the total on the clear card ("Lit up in 7 taps!"), but it's just a curiosity: clearing a level always awards the full three stars no matter how many flips it took, and a wrong move never fails you.
It remembers which levels you have cleared and reopens at your highest unlocked one, but it does not save a half-finished board - your individual flips and rail slides aren't stored. Stepping away and coming back reloads that puzzle from its original scramble (one mirror already set correctly, the rest wrong), so you start that level fresh. Unlocks and stars are kept privately in your own browser on this device; a different device or browser begins a new save.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.