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Tap a tile, watch the fuse fizz, and plan the one glorious kaboom that frees every trapped mochi bun on the board.
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.
| Input | Action |
|---|---|
| Tap a floor tile | Plop a bomb there - the ghost cross previews its blast |
| Slide before lifting | Move the ghost tile-by-tile to aim, then lift to commit |
| Tap a fizzing bomb | Pick it back up for a full free refund (a squeaky shloop) |
| Lift off the board / on a wall | Cancels with a little wiggle - costs nothing |
| Arrow keys | Move a highlight cursor tile-by-tile (desktop) |
| Space or Enter | Place or defuse on the cursor, and drive the win / retry card |
| Settings (gear) | Sound toggle, level select, and the how-to-play demo |
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.
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.
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.
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.
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.
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.
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.
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.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.