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Drop three squishy mochi shapes at a time onto an 8x8 board, fill whole rows and columns to pop them, and work toward each level's line or jelly goal.
Mochi Blocks is a drop-and-fit grid puzzle in the style of 1010! and Block Blast, dressed up in soft pastel mochi. The tray under the board hands you three shapes at once, drawn from a library that runs from a single cube and dominoes up through three- four- and five-long bars, a 2x2 square, a big 3x3 square, L and J corners, T-pieces, and S/Z zig-zags. You drag a shape onto the board and let go: a translucent ghost snaps to the nearest cells, glows green when it fits and red when it does not, and any row or column your drop would complete lights up before you commit. Finish a line and the whole row or column pops away in a sparkle burst with a rising chime. There is no falling timer and no rotating pieces - the whole challenge is deciding where each of your three shapes goes before the board jams.
Unlike the endless-only versions of this genre, Mochi Blocks is built around 20 hand-authored levels, grouped four to a world across five themes: Sakura Meadow, Sunny Beach, Mint Forest, Ocean Deep, and Starry Night. Each level starts from a pre-filled, often symmetric board and sets one of two goals shown as a pill at the top: clear a target number of lines, or clear a target number of jelly cells. The HUD shows only that goal and its progress bar plus a combo flag - there is no score counter to chase.
The pre-filled boards introduce three kinds of stuck cells you have to plan around. Wobbly pink jelly clears like a normal block whenever its line completes, and on jelly levels every jelly you pop counts toward the goal. Grey stone never clears at all - it permanently occupies its cell, so a line can still complete straight through a stone (the stone just stays put), and you have to route lines around the rock. Pale-blue ice is the stubborn one: it takes two hits, the first clear only cracks it and the second clear finally removes it, so you may need to run a line through an icy cell twice.
Two special pieces shake up tight boards. A bomb (a single cube with a fuse) places its anchor and then blasts the surrounding 3x3 area, clearing plain, jelly and cracked-ice cells, cracking fresh ice, and a screen shake to match - but it cannot break stone. A rainbow wild piece is a single cube that drops on any open cell and takes on the world's palette. On levels where they are enabled, the bomb turns up on roughly 6% of dealt pieces (about 7% in Endless) and the wild on roughly 5% (about 6% in Endless), so they are a welcome surprise rather than something you can rely on.
Once you finish all 20 curated levels, Endless mode generates fresh seeded boards forever. Endless is not flat: every mechanic is switched on from its first level, and the difficulty starts near the hardness of curated level 20 and ramps up over roughly the next ten levels to the generator's cap, with the layout and theme changing each level. The level badge always shows the real level number, even in Endless, and clearing a level (curated or endless) always awards the full three stars and unlocks the next one. Progress lives in your browser, so the game reopens straight into your highest unlocked level.
| Input | Action |
|---|---|
| Drag (finger or mouse) | Pick up a tray shape; it lifts slightly above your pointer so you can see the board |
| Release / let go | Drop the shape onto the highlighted cells (an invalid spot just snaps back with a buzz) |
| Enter or Space | On the win or fail card, jump to the next level or retry |
| Back button | Return to the Anime Mochi home screen |
| Settings (gear) | Open level select / Endless, or toggle music and sound on and off |
What sells Mochi Blocks before you clear a single line is how much weight the game gives each cube. Every block is drawn as a glossy gradient with a soft white shoulder band and a single specular dot, so the board reads as a tray of candy. Jelly carries a wobble shine ring, stone gets a chunky speckled border, and ice wears a frosty sheen that grows a hairline crack once it has taken its first hit. Setting a shape down answers with a layered squish, a descending thud for body, a quick triangle pluck, and a crisp contact tap, each nudged by a small random pitch so a long session never goes robotic.
Because nothing falls and nothing rotates, the whole game lives in the second before you let go. You lift a shape off the tray and it floats above your finger so the board below stays readable, while a translucent ghost snaps to the nearest cells and glows green or red. The useful part is the pre-clear cue: any row or column your drop would complete brightens in advance, so you can engineer a single placement that pops a row and a column at once and watch them go before committing. Clears reply with an ascending chord that climbs higher as you take more lines, plus a white flash and a sparkle burst.
What separates this from the endless-only takes on the genre is the authored structure underneath. Twenty boards are grouped four to a world across Sakura Meadow, Sunny Beach, Mint Forest, Ocean Deep, and Starry Night, each cycling its own three-colour piece palette so familiar shapes feel recoloured rather than repeated. The pre-filled layouts are usually mirror-symmetric and deliberately awkward, asking you to thread lines past grey stone that never leaves, run a row through icy cells twice, or steer completions straight through pink jelly when jelly is the quota. Bombs and rainbow wilds surface on only a small slice of dealt pieces, so they read as rescues rather than tools you can lean on.
The difficulty is gentle where it should be and honest where it counts. Early Sakura levels draw from a trimmed pool of singles, dominoes, short bars, a 2x2 square, and small corners, and across the twenty curated boards the dealer quietly retries up to a dozen times rather than hand you a piece with nowhere to go, so a loss feels earned. There is a patient touch for the youngest hands too: rest for about five seconds or fumble six drops and a bobbing finger points at one fair landing spot, never the whole answer. Endless strips that net away and ramps from level-twenty hardness upward, rewarding calm, deliberate play over speed.
You never remove single blocks - you fill an entire row or column of eight cells. The moment a line is complete it pops away, and a single drop that completes both a row and a column at the same time clears both at once.
Jelly is pink and clears like a normal block when its line completes (and counts toward jelly goals). Stone is grey and never clears - a line can still complete through it, but the stone stays. Ice is pale blue and takes two hits: the first clear only cracks it, the second clear removes it.
The bomb is a single cube that places its anchor and then blasts the 3x3 area around it, clearing plain, jelly and cracked-ice cells and cracking fresh ice - but not stone. The rainbow wild piece is a single cube you can drop on any open cell, useful for finishing a line one gap is blocking.
Neither - the three shapes you are dealt are fixed and there is no shuffle or undo. On the 20 curated levels the dealer quietly avoids handing you a tray piece that cannot fit anywhere unless the board is genuinely jammed, but if all three of your shapes truly have no legal spot left the level ends with 'No room left!' and you retry. Endless does not protect you that way, so leaving open space is the whole survival game there.
Each level sets exactly one of two goals, shown as the pill at the top: clear a target number of lines (any completed row or column), or pop a target number of pink jelly cells. Jelly only counts when the line it sits in completes (or when a bomb blast reaches it), so on jelly levels you steer your rows and columns straight through the pink cells. There is no point score to chase - just the goal bar - and clearing any level always awards the full three stars and unlocks the next one.
Endless unlocks after the curated levels and generates fresh seeded boards forever. It turns on every mechanic from its first board and ramps difficulty from about curated-level-20 hardness up to a cap over roughly ten levels, with the theme cycling each level - the 20 main levels are hand-built with set boards and goals instead, and bomb and wild pieces also turn up slightly more often in Endless (about 7% and 6% of pieces) than on curated levels (about 6% and 5%).
Yes - your highest unlocked level is stored in that browser (localStorage), and the game reopens straight onto it instead of a menu, on the same device. Clearing a level unlocks the next, and playing Endless keeps pushing that frontier forward too. There is no account or cloud sync, so progress stays on the device you played on.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.