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Slide a glossy pink paddle across a deep-violet court, bounce a glowing ball into eight columns of pastel mochi bricks, and chain explosive bricks for a combo-boosted high score.
Mochi Bricks is a brick-breaker built on a single bouncing ball and an eight-column grid of pastel bricks. The play court is a width-capped strip down the middle of a deep-violet screen, with side and ceiling walls the ball ricochets off. You slide a glossy pink paddle along the bottom and aim each bounce: the spot where the ball lands on the paddle decides its angle, so a center hit sends it nearly straight up and an edge hit kicks it out to the side at a sharp angle.
The grid is more than plain bricks. Tough bricks take two or three hits and show cracks as they wear down. Explosive bricks pulse with a red core and, when broken, blast every brick in the surrounding ring of cells, chaining through any other explosive bricks they touch for a screen-shaking clear. Star-marked power-up bricks always drop a capsule when smashed, while ordinary bricks drop one about one time in seven. Catch a capsule by sliding the paddle under it.
There are seven power-ups. Multiball spawns two extra balls per ball already in play (up to fourteen on screen at once); expand grows the paddle to about 1.6 times its width; laser bolts auto-fire from the paddle every fraction of a second; fireball makes the ball pierce straight through bricks instead of bouncing; slow drops ball speed to about two-thirds; an extra-life capsule adds a heart (up to nine); and a shield gives a one-time floor that bounces the ball back up instead of letting it fall. Expand, laser, fireball and slow are timed and last nine seconds; starting a new level clears every active power-up.
There is no level cap and no separate endless mode toggle in Mochi Bricks; clearing a board simply advances you to the next, larger level. You begin with four rows and gain a row each level up to a seven-row ceiling, the ball speeds up about six percent per level, and the mix of tough and explosive bricks gets richer through roughly the first ten levels before settling at its hardest. You play with three lives chasing one number, your score, and your best run is saved in your own browser. It runs instantly on phone, tablet or desktop with no download and no account.
Scoring rewards aggression. A normal brick is worth 10 points, a star brick 15, a tough brick 20 and an explosive brick 30, each with a small bonus for how deep its row sits, and every brick you break raises a combo. The combo multiplier climbs one step for every three bricks cleared, but it snaps back to nothing the instant the ball touches your paddle, so the biggest scores come from explosive chains and multiball waves that clear many bricks between bounces.
| Input | Action |
|---|---|
| Drag on touchscreen | Slide the paddle left and right |
| Move the mouse | Paddle follows the cursor, no button needed |
| Left / Right arrows or A / D | Move the paddle |
| Tap, Space, Enter or Up arrow | Launch (or re-launch) the ball off the paddle |
| Enter / Space on Game Over | Start a new run |
| Settings button | Toggle the music and sound on or off |
What sets Mochi Bricks apart from the wide neon brick-breakers it descends from is how deliberately it is boxed in. The playfield is a column capped at 520 pixels and parked dead-center, so on a phone the whole board sits under your thumb and on a desktop a soft pink ceiling line and two faint side rails frame the action like a vertical slot. Eight columns of pastel bricks, colored row by row, fill the top; a glossy paddle that fades from light pink to hot pink slides along the bottom; a white ball trailing a rose-colored wisp does the rest. It is cozy where the genre is usually loud.
The engine is quietly fussy in your favor. Every paddle return rebuilds the ball's angle purely from where it lands relative to the paddle center, then keeps whichever speed was higher, so the ball never bleeds momentum across a long rally. Motion is sliced into sub-steps sized to the ball radius, which means even a fast ball checks each brick edge instead of teleporting through one, and the whole simulation rides a fixed-timestep loop that throws away spike frames rather than lurching. Lose a ball and the verdict feels clean: you read the bounce wrong, the physics did not rob you.
The real pressure lives in one rule almost nobody notices at first. Your multiplier climbs a step for every third brick you clear, but the instant the ball kisses the paddle, your combo zeroes out and the multiplier resets to one. That single line quietly converts a relaxing bouncer into a hold-your-breath game, because every point you bank is points earned before the ball comes home. Explosive bricks blow out the eight cells around them and daisy-chain through any explosive they touch, so one shot dropped into a tight cluster can spike the multiplier and shake the screen at once.
It is built for the quick replay, not the long haul. There is no level you reload and no progress saved beyond a single best score; every run opens at level one with three hearts, and clearing a board simply hands you a bigger one. Rows climb from four toward a seven-row ceiling, the ball quickens roughly six percent per level, and the share of tough and explosive bricks keeps thickening until it locks in around level ten. The opening boards are forgiving enough for a small child, while the dense later ones exist for the player who keeps tapping Try Again to beat their own number.
There is no fixed number and no cap. Clearing a board advances you to the next, bigger level forever; you start with four rows and add a row each level until the grid reaches seven rows, after which boards keep coming faster and denser. The run only ends when you lose all three lives.
Bricks coloured by row are ordinary one-hit bricks. Ones showing cracks are tough bricks that need two or three hits. A pulsing red core marks an explosive brick that blasts its neighbours, and a glittering star marks a power-up brick that always drops a capsule when broken.
Breaking an explosive brick destroys every brick in the ring of cells around it, and each of those counts as its own break, so a single hit can rack up a long combo at once. If that ring catches another explosive brick, it detonates too and the blast keeps chaining outward. Because the multiplier rises one step for every three bricks cleared without touching the paddle, one well-placed explosive in a dense cluster can spike your multiplier and clear most of a board in one screen-shaking moment.
No, and that is the key thing to plan around. Clearing a level resets the ball, the paddle width and every active power-up, and losing a life wipes them too. The four timed power-ups (expand, laser, fireball and slow) each run only nine seconds, so once you catch one, push to break as many bricks as you can before it expires or the board clears, rather than saving it for later.
Multiball adds two balls per ball you already have (up to fourteen at once), expand widens the paddle by about half, laser auto-fires bolts at the bricks, fireball lets the ball pierce through bricks, slow cuts ball speed to roughly two-thirds, the heart adds a life (up to nine), and the shield grants one floor-save. Expand, laser, fireball and slow each last nine seconds; multiball, the extra heart and the shield have no timer.
Each brick is worth points by type, 10 for a normal brick, 15 for a star brick, 20 for a tough brick and 30 for an explosive one, plus a small bonus for how deep its row sits. That base is then multiplied by your current combo multiplier, which climbs one step for every three bricks broken since the ball last touched the paddle.
By where it strikes the paddle. Hitting it with the centre sends it almost straight up; catching it on the left or right edge kicks it out sideways at a sharper angle. Sliding the paddle as the ball lands lets you steer your next shot toward stubborn bricks.
Only your best score is saved, kept privately in your browser on this device so it greets you on the start and game-over cards. Your level is not stored: every run starts fresh at level one with three lives, and there is no online leaderboard or account. Clearing the browser's site data resets the best score to zero.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.