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Swipe your round muncher through a candy maze, gobble every glowing crumb before the three ghost-puddings corner you, then eat the big berry and watch the hunters turn wobbly-blue and run.
Mochi Chomp is a cozy maze-chase arcade game. A round white mochi with a big wedge mouth auto-runs through a candy-colored maze, chomping a trail of glowing crumbs. You never steer directly - you swipe anywhere on the screen and the muncher takes that turn at the next corner where it is legal, so tiny thumbs never have to nail a split-second steer. A swipe opposite to your heading reverses you instantly, mid-corridor, and a little chevron on the muncher's head always shows which way your last swipe pointed.
The goal of every maze is simply to eat every crumb - the big power berries count too. The whole board fits on one portrait screen and never scrolls, so what is left to eat is always right there in front of you; there is no quota to read. Three ghost-puddings hunt you, each with its own readable personality: red Boro chases your tail, pink Momo cuts ahead to where you are going, blue Bloo flees the instant you turn to face him, and mint Mini follows Boro like a duckling. Eat one of the four corner berries and the tables turn - the ghosts go wobbly navy and run, and you chase them down to pop them into eyes that float home.
There are 20 hand-tuned mazes, each cycling through five candy palettes (Berry, Citrus, Mint, Ocean, and star-flecked Galaxy). Early boards are tiny and nearly a ring with a single hunter; then the maze grows, the hunters join one at a time as their own lessons, warp tunnels open on the edges from level 8, candy-cane gates slide open and shut from level 14, a heart-mochi lets you earn back a lost heart from level 5, and from level 18 the lights go out and you play by a warm lantern glow.
Clear all 20 and Endless mode opens: generated mazes that begin at the final level's difficulty and keep ramping - taller boards, faster running, quicker hunters, shorter berry time - with every mechanic active from the very first endless maze. The layout and palette are seeded by the level number, so every board differs. There is no timer, no score, and no way to get permanently stuck - a lost heart never un-eats a crumb, and the last few crumbs light up a beacon so you can always find them. Finishing any maze always lights up all three stars.
| Input | Action |
|---|---|
| Swipe a direction | Queue that turn - the muncher takes it at the next corner |
| Swipe opposite | Reverse the muncher instantly, no corner needed |
| Arrow keys / WASD | Queue a turn just like a swipe (desktop) |
| Eat a berry | Turn the ghosts blue and scared so you can chomp them |
| Space or Enter | Next level / retry from the end card |
| Settings (gear) | Sound toggle, level select, and the how-to-play demo |
Maze-chase games have a hidden barrier for small hands: they ask you to hold a direction while a hunter closes in, and a six-year-old's thumb rarely lands the corner in time. Mochi Chomp removes that barrier without removing the game. The round little muncher runs on its own, and your one job is to swipe - anywhere on the screen, any of four ways - to say which way it should turn at the next corner. The turn is queued, a pastel chevron rides on the muncher's head to show it took, and a generous cornering grace means a swipe that lands a hair late still catches the turn. What is left, once the panic of steering is gone, is the pure old arcade pleasure of routing a board.
The three ghost-puddings are not abstract danger; each is a personality you can read. Boro, the red one, is a plain dogged chaser who runs straight at your tail - scary in a corridor, harmless the moment you take a corner he cannot cut. Momo, the pink one, ignores where you are and races to where you are going, four tiles ahead of your mouth, so long straight sprints get you ambushed at the far corner. Bloo, the sky-blue one, is a coward: chase you from behind he will, but turn to face him and he panics, sweat flying, and flees to his corner - which turns facing the scary thing into a genuine tool for clearing the corridor he was guarding. Adults will recognize the target-tile logic under all three and start routing the board like it is 1980.
The reversal is the heart of it. Four big strawberry berries sit in the corners, and eating one flips the whole world: the puddings turn wobbly navy, wail, and run, and now you are the hunter, chasing them down to pop them into a pair of eyes that float home to the pen. Six-year-olds live for that moment; the deeper game is learning to save a berry for the one stubborn corridor rather than spending it on sight. Nothing here is timed and nothing is scored - the board itself is the goal, every crumb visible at once, so the only question is the order you clear them in and when you cash a berry.
Across twenty hand-tuned mazes the one swipe never changes - everything around it does. The board grows from a nearly-a-ring beginner loop to a tall thirteen-by-seventeen labyrinth; the hunters arrive one personality at a time so each is its own wordless lesson; warp tunnels bend the edges into escape hatches, candy-cane gates slide open and shut to a rhythm you slam in a ghost's face, and the final mazes turn the lights off so you read the board by lantern-glow and twinkling crumbs. Three hearts, a soft friendly boop instead of a scary death, a heart-mochi to earn a lost heart back, and three stars for finishing any board keep it gentle. Clear all twenty and Endless opens - generated mazes that start at the finale's difficulty and keep climbing, every mechanic live from the first one.
You do not steer it directly - it runs on its own. You swipe anywhere on the screen in the direction you want, and the muncher makes that turn at the next corner where it is possible. A chevron on its head shows the turn you queued. Swiping the opposite way to your heading spins it around instantly, no corner needed. On a computer the arrow keys or WASD do the same thing.
Eat every crumb in the maze. The big strawberry berries in the corners count as crumbs too, so the board is not clear until you have eaten those as well. The whole maze is on one screen and never scrolls, so you can always see exactly what is left - that is why there is no quota to read. When the last crumb is gone, you win and the next maze opens.
A soft, friendly boop - never a scary death. The muncher deflates with a squeak, one of your three hearts cracks, all the ghosts whoosh back to their pen for a moment, and you pop back to your start tile. Crucially, every crumb you already ate stays eaten, so a boop never sends you back to the beginning. Lose all three hearts and a gentle retry card appears; the maze just starts fresh.
Eating one of the four big corner berries flips the chase for a few seconds: the ghost-puddings turn wobbly navy, wail, and run away from you. While they are blue you can chase and chomp them - each one pops into a pair of eyes that zip home to the pen and grow back into a pudding. The blue time gets a little shorter on later levels, and the ghosts flash white just before it runs out.
That is Bloo, the scaredy-cat, and it is a real mechanic you can use. Bloo chases you from behind like the others, but the instant you turn to face him - point your heading toward him from close range - he panics and flees to his corner. So if Bloo is guarding a corridor full of crumbs you need, turn toward him on purpose and he will clear out of your way. Facing the scary thing is genuinely how you beat him.
No. There is no timer, and eating a crumb only ever shrinks what is left - a lost heart never un-eats anything. The sliding gates are only ever placed where a shut gate still leaves every crumb reachable another way, and when just a few crumbs remain they light up a gentle beacon so you can always find the stragglers. You never have to eat a ghost to win. The only thing that can run out is hearts, and the heart-mochi can win one back.
Yes - Endless mode. It generates a fresh maze for every level past 20, starting at the final curated level's difficulty (a tall dark board, all four hunters, tunnels, gates, short berry time) and ramping up from there: bigger mazes, faster running, quicker ghosts. Every mechanic is active from the very first endless maze, and each level number seeds its own layout and palette, so every board is different.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.