Lv 1
Level!
How to Play
👆 Tap a floor tile to drop a bomb - the fuse fizzes, then a cross blast pops jelly and frees the buns. Chain the kegs for a giant kaboom!
Mochi Boom·Puzzle·By Anime Mochi

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Mochi Boom

Tap a tile, watch the fuse fizz, and plan the one glorious kaboom that frees every trapped mochi bun on the board.

About Mochi Boom

Mochi Boom is a cozy chain-reaction grid puzzle. There is no avatar running around - you are the bomb fairy looking straight down at a small walled candy board on a picnic mat: soft pastel jelly blocks, hard choco-brick walls, mochi buns sealed in translucent jelly cages, fizz kegs, loop pipes, and dozy baddies snoozing in the corners. Your one and only move is a tap on any open floor tile.

Tapping plops a round berry-dark bomb whose fuse fizzes for exactly two seconds - it puffs bigger over the last moment so even a non-reader feels the countdown - then a cross-shaped cream-puff blast shoots two tiles in each direction. Each arm clears the first soft jelly block it hits and stops there, pops any baddie, frees any caged bun, and instantly detonates any other bomb or fizz keg it touches, so a single perfect tap can rattle off a whole rat-a-tat chain.

The goal on every board is the same: free all the trapped mochi buns and pop all the baddies, both always visible so you never have to read an objective. The only thing at the top of the screen besides the level badge is your bomb budget, a little row of bomb icons that gray out as you spend them. There are no hearts, no timer, and no score - if you run out of bombs with work still to do, a friendly cloud puffs across and a cheery retry card slides up, and the board resets exactly.

Twenty hand-tuned boards teach one idea at a time - fizz kegs from level 4, loop-de-pipes from level 6, waddle slimes from level 9, Sir Clank the metal turtle from level 12, and the Copycat Imp from level 15 - building to a graduation exam that combines everything. Clear them all and Endless mode opens: generated puzzles seeded by the level number, starting at the final board's difficulty and ramping up, with every mechanic active from the very first endless level.

How to play Mochi Boom

  1. Look at the board: white-pink buns sit in jelly cages and sleepy baddies doze on the tiles - free and pop them all.
  2. Tap any open floor tile. A faint cross shows where the blast will reach; lift your finger to plop the bomb there.
  3. Watch the fuse fizz for two seconds - the bomb puffs bigger just before it goes - then a cross blast shoots two tiles each way.
  4. Aim so the cross clears the jelly cages and catches the baddies; it stops at the first jelly or wall in each arm.
  5. Touch a striped fizz keg with a blast and it explodes even bigger, chaining into the next keg or bomb for a huge kaboom.
  6. Changed your mind? Tap a fizzing bomb to pick it back up - you get the bomb back for free, so a mis-tap never costs you.
  7. Free every bun and pop every baddie before your bomb budget runs out to finish the board and open the next one.

Controls

InputAction
Tap a floor tilePlop a bomb there - the ghost cross previews its blast
Slide before liftingMove the ghost tile-by-tile to aim, then lift to commit
Tap a fizzing bombPick it back up for a full free refund (a squeaky shloop)
Lift off the board / on a wallCancels with a little wiggle - costs nothing
Arrow keysMove a highlight cursor tile-by-tile (desktop)
Space or EnterPlace or defuse on the cursor, and drive the win / retry card
Settings (gear)Sound toggle, level select, and the how-to-play demo

Tips & strategy

  • The blast stops at the FIRST jelly block in each arm, so line your bomb up with the cage you want and let the wall of jelly behind it soak nothing.
  • A fizz keg blows a bigger three-tile cross and lights any keg or bomb it touches - one tap near a keg web can clear half the board.
  • Loop-de-pipes teleport a blast arm out of the twin pipe travelling the same way, so a bun sealed behind solid walls is reachable through the pipe.
  • A fuse is exactly two slime-steps long: drop the bomb two tiles ahead of a Waddle Slime and the blast lands right where it walks.
  • Sir Clank the metal turtle blocks blasts from the front and sides - only a shot into his tail, going the way he faces, flips him over.
  • The Copycat Imp hops away from every tap. Herd him toward a corner, then drop a bomb (or a keg chain) whose cross covers his last escape tiles.
  • Picking a fizzing bomb back up is a full refund, so aim boldly - if a plan looks wrong, scoop the bomb up and try a different tile.
  • Wait for the fuse. Two seconds is long enough to place a second bomb so both crosses go off together for a bigger chain.

Game features

  • One-tap chain-reaction puzzling: plop a bomb, watch the fuse fizz, and set off a cross-blast that clears jelly, frees buns, and chains kegs.
  • A single verb stretched across 20 hand-tuned boards - no second input ever, just smarter places to tap as the cast changes what a tap means.
  • Fizz kegs that blow a bigger cross and chain into each other, so one perfect tap can rattle off a whole board-clearing kaboom.
  • Loop-de-pipes that carry a blast arm across the level and out the twin pipe, making buns behind solid walls reachable after all.
  • Cute baddies with real personalities: dozing Plum Snoozers, path-pacing Waddle Slimes, Sir Clank the flanking metal turtle, and the hop-away Copycat Imp.
  • No hearts, no timer, no score - a soft cloud and an instant retry card if the budget runs dry, and freed buns can never be hurt.
  • Never a dead-end: fizzing bombs refund in full when you pick them up, and a gift bonus bomb bounces in after a couple of stumbles.
  • Endless mode past level 20: generated boards that start at the finale's hardness and keep climbing, every mechanic live from the first one.
  • Five candy palettes from Strawberry Picnic to Grape Fizz, plus screen shake, a zoom pulse on big chains, and confetti everywhere.
  • Synthesized sound throughout - bomb plops, a rising fuse fizz, pitched chain booms, keg thumps, metal TINKs, and a bun-freed jingle - and three stars for clearing any board, saved in your browser.

Bomberman With the Running Taken Out

Most chain-reaction games hand you a board and a countdown and hope the fireworks distract you from a thin idea. Mochi Boom does the opposite: it slows everything down to a single, unhurried question. You are the bomb fairy, looking straight down at a small walled candy board laid out on a picnic mat, and your one move is to tap an open tile. A round berry-dark bomb plops down, its fuse fizzes for exactly two seconds, and then a cream-puff cross shoots two tiles in every direction - clearing the first soft jelly block it meets in each arm, popping any dozing baddie, freeing any caged bun, and instantly setting off any other bomb or keg it touches. The budget of bombs is a visible little row at the top, so every level quietly becomes a plan: where do these bombs chain into one glorious kaboom?

The clever part for a six-year-old is that the plan is optional at first. For the opening dozen boards the budget carries slack, so a child can tap-tap-tap and be swept along by confetti - the game is a fireworks toy that happens to teach cross-shaped blasts, blast-stopping walls, and keg chains through pure spectacle. The adult game grows in the very same levels. Fizz kegs turn one tap into half a cleared board. Loop-de-pipes carry a blast arm out of one pipe and into its twin across the level, so the bun vaulted behind solid walls is reachable after all. Then the cast starts to move, and placement stops being where and becomes where-and-when.

Every hazard is a character whose body is the lesson. The Waddle Slime paces a fixed candy path one tile per second, and because a fuse is exactly two slime-steps long, the wordless trick is simply place the bomb two tiles ahead. Sir Clank the metal turtle shrugs blasts off his face and flanks with a metallic TINK - a mobile wall - and only a shot into his tail, travelling the way he faces, flips him giggling onto his shell. The Copycat Imp hops one tile away from every tap you make, turning the order of your placements into the puzzle: corner him, or drop a chain whose footprint covers his last escape squares. Nothing ever retaliates, nothing is scored, and no bun can be hurt - a freed friend grabs a balloon and floats off the top of the screen for good.

Because the board never dead-ends, the whole run stays soft. A fizzing bomb you place by mistake can be picked right back up for a full refund with a squeaky shloop, every retry is instant and resets the board exactly, and if a young player stumbles twice a gift-wrapped bonus bomb quietly bounces into their budget. Clear all twenty hand-tuned boards - each cycling through five candy palettes from Strawberry Picnic to Grape Fizz - and Endless opens: generated puzzles that start at the final level's hardness and keep climbing, every mechanic live from the first one. One tap, stretched across twenty boards and beyond, without ever asking you to read a single word.

Game details

Title
Mochi Boom
Genre
Puzzle
Players
1 player
Controls
Tap or click an open floor tile to plop a bomb; a ghost cross previews the blast, tapping a fizzing bomb picks it back up for free; arrow keys move a cursor and Space places or defuses on desktop
Platforms
Web browser, Android, iOS (no download)
Developer
Anime Mochi
Released
2026
Last updated
July 2026
Price
Free to play

Frequently asked questions

How do I set off a bomb?

Just tap an open floor tile. A bomb plops down and its fuse fizzes for exactly two seconds, then it blows a cross two tiles in each direction all by itself. You never light it manually - the whole game is deciding WHERE (and, later, when) to tap.

Why did my blast stop so short?

Each arm of the cross clears the FIRST soft jelly block or cage it meets and stops right there, and hard choco-brick walls stop it dead without breaking. That blast-stops-at-the-first-block rule is most of the puzzle: line the bomb up so the arm reaches the thing you actually want to pop.

What are the striped barrels?

Those are fizz kegs. When any blast touches one it explodes with a bigger three-tile cross and lights any keg or bomb in reach, so kegs are free bombs and chain amplifiers - a single tap next to a cluster can clear half the board in one rolling kaboom.

How do the pipes work?

Loop-de-pipes come in twinned pairs. A blast arm that enters one pipe pops out of its twin travelling the same direction with its leftover range. That is how you reach a mochi bun that looks sealed behind solid walls - route the blast through the pipe instead of at the wall.

The metal turtle won't pop - what am I doing wrong?

Sir Clank shrugs off blasts from the front and sides with a metallic TINK; he is basically a moving wall. The only way to flip him is a blast arm that hits his tail while travelling the same direction he faces. He always walks facing his direction of travel, so wait until his back is toward an open lane and set a bomb behind him.

Do I ever lose the game or run out of tries?

No. There are no hearts and no timer. If you spend your last bomb with buns or baddies still on the board, a soft cloud puffs and a friendly retry card slides up - the board resets exactly as it was. Picking a fizzing bomb back up refunds it completely, and after a couple of stumbles a bonus bomb is quietly added, so a board can never become impossible.

What happens after level 20?

Endless mode unlocks. It generates a fresh board for every level past 20, starting at the final curated board's difficulty - fizz kegs, pipes, slimes, turtles and imps all together - and ramping up from there. Every mechanic is active from the very first endless board, and each level number seeds its own layout and palette, so no two are alike.

If you like Mochi Boom

About the developer

Anime Mochi
Independent browser-game studio

Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.

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