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A line of mochi crawls a curling track toward a hungry mouth - fire matching balls to pop trios of three and empty the cave's quota before the front of the chain gets gobbled.
Mochi Chain is a marble-shooter puzzle in the Zuma tradition, rebuilt with squishy mochi. A line of coloured mochi rolls out of a dark cave and snakes along a curling track toward a hungry mochi mouth waiting at the end. A round shooter sits in a clear pocket beside the track, always holding one ball with the next colour peeking out its back. You aim, fire, and the ball wedges itself into the chain exactly where it lands. Get three or more of the same colour touching and they pop in a spray of sparkles and an ascending chime, shrinking the line and pushing the danger back.
The track does not just hold the chain - it shapes every level. Each of the five worlds has its own hand-drawn path: Berry is a single easy ring, Citrus is a three-sweep snake, Mint coils into a spiral, Ocean stacks into zigzag switchbacks, and Galaxy is the longest double-whirl crawl. A pocketed shooter means parts of the line often pass behind or near each other, so a good shot has to thread past whatever is in the way to reach the colour you want.
What makes the game sing is the cascade. When a pop opens a gap, the section in front rolls backward to rejoin the rest of the chain - any colour, not just a match - and if that reconnection happens to line up a fresh trio, it pops too, then the next, racing down the track while the pop chime climbs note by note. A long chain reaction is both the highest-scoring play and the fastest way to claw back room when the front is creeping toward the mouth.
Every level feeds a fixed quota of mochi out of the cave, from 30 on the very first Berry level up to 60 on the final Galaxy whirl. You win the instant the quota is exhausted and the track is completely empty. You lose the moment the front-most ball touches the mouth: the whole chain drains in with a gulp and the level ends. Twenty curated levels ramp the quota, the colour count (four colours to start, a fifth in Citrus, a sixth in Ocean), and the crawl speed; past them, an endless mode keeps generating fresh boards that only get harder.
| Input | Action |
|---|---|
| Tap / Left-click on the track | Fire the held ball toward that spot |
| Move pointer / drag finger | Aim the shooter (a dotted ray previews the line) |
| Spacebar | Fire straight along the current aim |
| Tap the shooter / X key | Swap the held ball with the next colour |
| Settings button | Open music and sound toggle and the level select |
What sells Mochi Chain is how solid an insert feels. A fired ball does not snap onto a fixed grid; it wedges into the seam half-overlapped, and over the next few frames that seam decompresses, shoving the neighbouring mochi forward to make room. That little shove is the whole game in miniature: you are editing a row that is already marching out of the cave, not stacking a static wall. Pops answer with a sparkle spray and a chime that climbs a note per link, and any multi-pop combo adds a soft screen-flash and a shake that grows with the chain length, so the board feels physical rather than tidy.
The real depth lives in the reconnect. Clear a group and the section ahead of the gap does not blink shut; it rolls backward in a decelerating fall, then fuses flush with the rest in one seamless frame. Because that rejoin happens in any colour, you are not just aiming at the trio in front of you, you are betting on what two colours end up touching after the line falls back. Underneath, a hidden feeder governs the crawl, rushing fresh mochi at five-times speed both to fill an empty track and to top it back up whenever your pops thin it, so a big clear can quietly invite a fast refill.
The five worlds pose five different reading problems because the cave-and-mouth gap faces a new edge each time, left, top, right, bottom, then a winding diagonal for Galaxy. The shooter sits pocketed in the centre and fires outward at the whole line, so on the longer Galaxy crawl the track loops back near itself and you have to thread the right loop instead of the nearest one. There is a quiet kindness too: sit idle for five seconds, or fire five shots that pop nothing, and a pointing mochi finger surfaces, aiming you at a pop-ready pair, or nudging a free colour swap when your held colour matches nothing on the line.
Difficulty is paced by the dials the worlds turn rather than twitch reflexes: quota climbs from thirty mochi to sixty, the palette grows from four colours to six, and the full-path crawl tightens from seventy-eight seconds down to forty-eight. Early Berry levels are forgiving enough to learn the wedge and the swap; by Galaxy the long track and quick feed punish hesitation, and the mouth pulses with a warning beep once the head crosses past four-fifths of the path, your cue to clear the front first. It suits players who want a calm, legible puzzle with a real deadline, young kids included, and the endless mode past level twenty opens near that Galaxy finale and never resets to easy.
It wedges straight into the crawling line at the spot it hits, between whichever two mochi are there. The ball nudges into the seam and the chain shoves forward a little to make room, so unlike a wall-bounce bubble shooter you are not stacking onto a fixed grid - you are slotting a colour into a moving row that keeps marching.
Aim to pop a run that has the SAME colour sitting on both sides of the gap it leaves. The moment a group vanishes, the front section of the chain magnet-rolls backward to close the gap and rejoin the rest - and if that reunion lines up a fresh trio, it pops too, then the next, racing down the track. The pop chime climbs a note with each link, so a big chain both sounds great and buys back the most room.
A hidden feeder controls the crawl. At the very start it rushes mochi out at five-times speed to fill the empty track, and any time your pops thin the line too far it rushes again to top it back up; once the track is full it settles to the level's steady pace. So clearing a big chunk can actually invite a fast refill - pop the front-most groups when the head nears the mouth, since shortening the head buys the most time.
The shooter holds your firing colour out front and the next colour peeks from its back. Tap the shooter itself (or press X) to swap those two so you can fire the colour you actually need - swapping is free and never spends a shot. Watch that back ball and plan two shots ahead, not just one.
Each level feeds a fixed quota of mochi from the cave - 30 on the first Berry level up to 60 on the final Galaxy whirl. You win the instant the whole quota has poured out and you have popped every last one so the track is empty. You lose the moment the front ball touches the hungry mouth: the entire chain drains in with a gulp and the level ends.
Both match colours by threes, but Bubble is a static wall-bounce shooter where you stick bubbles onto a hanging cluster. Chain is a Zuma-style track game: the mochi are already moving, crawling out of a cave along a winding path toward a mouth, and you insert colours into that live line under a deadline rather than building up a stationary board.
There are 20 hand-tuned levels across five worlds, each world a different track shape - a Berry ring, a Citrus serpentine, a Mint spiral, Ocean zigzag switchbacks, and the long Galaxy double-whirl. The quota, the colour count (four, then five from Citrus, then six from Ocean) and the crawl speed all climb across them. Past level 20, endless mode runs every mechanic at full strength from the first board and keeps ramping the quota (up toward 84) and pace while cycling the tracks, so the difficulty starts near the Galaxy finale and never resets to easy.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.