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Slide a big soft basket to catch candy spilling from a machine at the top of a tall pastel chute - dodge the grumpy toast-bombs and chase the golden treats until the basket is full.
Mochi Catch is a cozy one-finger catching game. A candy dispenser machine sits at the top of a tall, softly scrolling chute and spills treats down toward you. At the bottom, a round mochi holds a big woven basket and slides it along a checkered picnic blanket. Drag anywhere on the screen and the basket follows your finger's x-position left and right; on desktop the mouse or the arrow keys steer it just the same. That single slide is the entire game - there is no second button.
Catch a candy treat - a mochi ball, a dango skewer, or a little star sweet - and it counts toward the level's quota. From level six, golden treats appear with their own separate required count; they fall faster and drift, so they take a bit more reading. The one thing to avoid is the toast-bomb, a grumpy burnt slice that arrives from level four: catch it and you lose one of your three hearts with a soft puff. Letting a bomb fall past the basket onto the blanket is completely harmless - dodging is always better than grabbing.
There are 20 hand-tuned levels that cycle through five pastel palettes, and each one bends the same slide in a new way. Toast-bombs arrive at level four, golden quotas at level six, drifting wind-swayed treats at level eight, splitters that break in two mid-fall at level twelve, a roaming dispenser at level fourteen, periodic gusts that curve everything at level sixteen, and a dusk fog that dims the upper chute at level eighteen - always leaving a clear reaction band just above the basket. Level twenty combines the whole cast at once.
Clear all twenty and Endless mode opens: generated chutes that start at the final level's difficulty and keep ramping - bigger quotas, more golden treats, faster falls, denser spawns - with every mechanic active from the very first endless level. The layout is seeded by the level number, so every chute differs. There is no timer, no score, and no way to run out of treats, since the machine pours forever. Finishing any level always lights up all three stars - the celebration is for clearing the chute, not for speed.
| Input | Action |
|---|---|
| Drag / slide | Move the basket left and right along the bottom |
| Mouse move | The basket follows your cursor's x on desktop |
| Arrow keys | Nudge the basket left or right (desktop) |
| Catch a treat | Line the basket under it - it drops in automatically |
| Dodge a bomb | Slide the basket away from the grumpy toast |
| Space or Enter | Next level / retry from the end card |
| Settings (gear) | Sound toggle, level select, and the how-to-play demo |
There is a particular kind of arcade game that a four-year-old and a grandparent can pick up in the same second, and it always comes down to a single continuous motion. Mochi Catch is built entirely on one: you slide a big soft basket left and right along the bottom of the screen, and treats rain down from a candy machine perched at the very top of a tall pastel chute. That's the whole game. There is no jump, no tap-to-fire, no second control to fumble for. Your finger is the basket, and the only question the game ever asks is where the basket should be a moment from now.
What keeps that one motion interesting is the cast of characters falling into it, each of which teaches its own rule without a word of text. The candy treats - mochi balls, dango skewers, little star sweets - simply drop, and catching them fills the quota. The golden treats fall faster and drift, and they carry their own separate count, so a level can quietly ask you to keep two tallies at once. And then there is the toast-bomb: a grumpy, glossy slice of burnt bread whose scowling face is the entire instruction. You learn in a single catch that the bomb is the one thing you slide away from, and that letting it thud harmlessly onto the picnic blanket is not a failure but the correct play.
The later chute widens the demand on that same slide. Drifter treats sway on an unseen breeze so you have to read a curving path rather than a straight drop. A splitter breaks in two halfway down, forcing a snap decision about which half to chase. The dispenser itself starts roaming so the spawn column keeps moving, gusts of wind curve everything mid-air, and at dusk a soft fog settles over the upper chute so treats fade into view only partway down - never fully blind, always leaving a reaction band above the basket, but enough that you commit a beat later than you'd like. Every one of these is a new way to bend the exact same left-right motion you learned in level one.
Nothing here is timed and nothing is scored. You get three hearts, a bomb costs one, and running out simply shows a retry card that rebuilds the level exactly as it was. Because treats keep pouring from the machine forever, a quota can never become impossible - miss ten in a row and the eleventh is already on its way. Clear all twenty hand-tuned levels and an endless chute opens, every mechanic switched on from its very first level and ramping upward from there. It is a game with a single verb, stretched across dusk and wind and splitting candy without ever needing a second one.
Drag your finger or mouse left and right along the screen and the basket at the bottom follows your x-position. Line it up under a falling treat and the treat drops straight into the cup. That single slide is the whole game - there is no button to press and no timing tap.
You lose one of your three hearts with a soft puff. The grumpy burnt-toast is the one thing you slide away from. If you simply let it fall past the basket onto the picnic blanket, nothing bad happens at all - dodging is always the right move, never grabbing.
No. Missing an ordinary candy or a golden treat costs you nothing, and the machine keeps pouring more forever, so a level can never become impossible. The only thing that ever costs a heart is actually catching a bomb.
From level six, golden treats carry their own separate required count, shown in a second chip at the top next to the candy count. They fall faster and drift a little, so they take more reading. You clear a level once both the candy quota and the golden count are full.
Those are the later mechanics teaching themselves. A splitter (from level 12) breaks into two treats mid-fall - chase the nearer half. Drifters (level 8) sway on the wind, and gusts (level 16) curve everything at once. Read the path a beat early and slide to where the treat will actually land.
No, that's the dusk fog from level 18. It dims the upper part of the chute so treats fade into view only partway down. It always leaves a clear reaction band well above the basket, so you are never truly blind - just react the moment a treat appears out of the mist.
Yes - Endless mode. It generates a fresh chute for every level past 20, starting at the final curated level's difficulty and ramping up: bigger quotas, more golden treats, faster falls, and denser spawns. Every mechanic is active from the first endless level, and each level number seeds its own layout, so no two chutes are the same.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.