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Slide a trampoline left and right so a forever-bouncing mochi threads a downward-streaming candy tower - catch the fruit, grab high fruit at the top of a bounce, and dodge the grumpy spikes.
Mochi Bounce is a cozy one-gesture arcade game. A round mochi bounces up and down on a springy trampoline at the bottom of the screen, on a steady rhythm it keeps all by itself. Above it, a tall candy tower streams endlessly downward - fruit, stars, bonus springs, and grumpy spike blocks all drifting toward the floor. You control only the trampoline: drag anywhere left or right (or use the arrow keys) and it slides across the bottom, carrying the mochi's bounce column with it.
The whole game is lining that bounce column up with the right things. Slide under a falling fruit and the next bounce grabs it - one closer to your quota. Ordinary fruit can be caught low, right off the trampoline, but winged high fruit hangs up near the ceiling and is only reachable at the very top of a bounce, when the mochi hangs weightless for a moment - so timing your slide to an apex is the skill the later levels lean on. Touch a grumpy spike-toast block and you lose one of your three hearts and take a bumped bounce, so the trampoline is as much about which lane to leave empty as which fruit to chase.
There are 20 hand-tuned levels that introduce the cast one at a time: pure fruit and open sky for the first three, then high fruit, then grumpy spikes, bonus springs that fling the mochi extra high, golden fruit with its own required count, sideways-sliding blocks, gusts of wind that shove the bounce column, speed-up bands that drop the tower into fast-forward, and finally a dusk that dims the tower to a soft glow. Level 20 turns every mechanic loose at once. Miss a fruit and it just rains past - no harm - because fruit keeps falling forever and a level can never become unwinnable.
Clear all 20 and Endless mode opens: generated towers that begin at the final level's intensity and keep ramping - faster scroll, denser spikes, more golden fruit - with every mechanic active from the very first endless tower. The layout is seeded by the level number, so each tower rains a fresh pattern. There is no timer and no score; the win card's only message is that the next tower is now open, and finishing any level always lights up all three stars.
| Input | Action |
|---|---|
| Drag left / right | Slide the trampoline (and the mochi's bounce column) across the floor |
| Arrow keys | Nudge the trampoline left or right on desktop |
| Catch a fruit | Bounce the mochi up into it - it counts toward your quota automatically |
| Hit a spring | Get one extra-high bounce to reach the tallest fruit |
| Touch a spike | Lose a heart and take a bumped bounce - slide clear of them |
| Space or Enter | Next level / retry from the end card |
| Settings (gear) | Sound toggle, level select, and the how-to-play demo |
Mochi Bounce takes one of the oldest arcade feelings - a ball bouncing on a paddle - and turns it on its head, literally. The mochi does the bouncing for you, forever, on a springy fixed rhythm you never have to think about. All you own is a trampoline that slides left and right along the floor, and all you ever do is decide where it should be. That single decision - where do I stand? - turns out to carry an entire game, because everything else in the world is falling toward you. The candy tower streams down from above like a waterfall of fruit and grumpy toast, and the trampoline is your one brush stroke across it.
What makes it more than a catch game is the arc. Because the mochi rises and falls on a steady bounce, the height of a thing matters as much as its lane. A plump berry drifting down near the floor is a gimme - the mochi sweeps that low point on every single bounce. A winged high-fruit hanging up near the ceiling is a different puzzle entirely: the mochi only kisses that altitude for a heartbeat at the very top of its arc, when it is nearly weightless and hanging still. So catching it is a matter of being in the right lane at the right instant, reading the bounce clock in your head. The game never tells you this in words; it just puts the fruit up high and lets the miss teach you.
The cast arrives one personality at a time so the lesson always lands cleanly. First it is only fruit and open sky, so a four-year-old learns the whole verb - slide to stand under the treat - in three levels flat. Then grumpy spike-toast blocks show up wearing a scowl, and a touch costs a heart and a bumped bounce, so you learn to leave a lane empty. Bonus springs offer a giant launch if you dare to hit them; golden fruit demands its own careful count; sliding blocks drift as they fall; gusts shove the whole bounce column sideways; speed bands drop the tower into fast-forward; and finally dusk dims the tower to a glow. By level twenty all of them are loose at once, and the same one-finger slide still handles every one of them.
Nothing here is scored and nothing is timed. You have three hearts and a fruit quota; fill the quota and the next tower opens, run out of hearts and you simply retry the exact same tower. Fruit keeps raining down forever, so a level can never become impossible - a bad run just means standing somewhere better next time. Clear all twenty and the endless tower unlocks: generated columns that start at the final level's intensity and keep climbing, every mechanic live from the first one, seeded by the level number so no two towers rain the same way twice.
You don't - the mochi bounces up and down on the trampoline all by itself, on a fixed springy rhythm. Your only job is to slide the trampoline left and right so the mochi's bounce lines up with the falling fruit. Drag anywhere on the screen, or use the arrow keys on a desktop.
Winged high fruit hangs near the top of the tower, and the mochi only reaches that height for a split second at the very top of a bounce. So catching it is about timing: get into its lane a beat early, then be there when the mochi is at the top of its arc, where it slows almost to a stop. Ordinary low fruit, by contrast, is caught easily near the trampoline.
The grumpy spike-toast blocks cost you one of your three hearts and give the mochi a bumped, wobbly bounce. They never end the run on their own - lose all three hearts and the level shows a retry card that resets the exact same tower. Missing a fruit, on the other hand, costs nothing at all.
A bonus spring is a super-bouncy pad in the tower. If the mochi touches one, it gets a single extra-high launch - handy for reaching the very tallest fruit. Springs are always optional; you never have to hit one, but they make big catches easy.
From level 12, some levels ask for a separate count of rarer golden fruit on top of the normal quota - shown as its own chip at the top of the screen. You have to fill both counts to clear the level. Golden fruit falls less often, so grab it whenever a lane lines up.
No. Fruit rains down the tower forever, so there is always more on the way - a missed catch just means the next one is coming. There is no timer and no score. The only limit is your three hearts, and a fresh tower after a retry is always exactly the same, so you can learn it.
Yes - Endless mode. It generates a new tower for every level past 20, starting at the final curated level's intensity (fast scroll, dense spikes, gusts, speed bands, dusk) and ramping up from there. Every mechanic is active from the first endless tower, and each level number seeds its own falling pattern, so the towers keep changing.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.