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Tap at just the right moment to drop the swinging claw, snag a squishy plush mochi, and carry it to the prize chute before your grabs run out.
Mochi Claw is a candy-colored claw machine you play from the side, like peeking through the glass of the cabinet. A pile of plush mochi toys - bunnies, cats, bears, stars, hearts and hatching chicks - slumps at the bottom in soft, squishy physics, while a claw trolley glides back and forth along the rail at the top all by itself. The whole game is one tap: touch the screen (or press Space) and the trolley stops dead, the claw drops, the jaws close, and whatever it caught gets lifted up and carried left to the glowing prize chute automatically.
Each level is a contract shown without words at the top of the screen: portrait chips of the wanted toys with a count (a bunny face and 0/2 means 'catch two bunnies'), plus a row of little claw pips showing how many grabs you have left. Every tap costs one grab whether it catches a toy, grabs empty air, or fumbles - so the skill is patience: wait until the claw is directly above the toy you want. Toys you didn't need still ride down the chute, which matters more than it sounds, because later levels bury the wanted toys under a heap of junk you must clear off the top first.
The pile fights back as you climb the 20 hand-tuned levels. From level 12 translucent jelly toys join in - grab one off-center by more than about a third of its body and it squeaks loose halfway up the lift, always and exactly, so a slip is never bad luck, just a lesson in aiming for the tummy. The later cabinets add heavyweight plushies that also demand a fairly centered grip, a trolley that sweeps noticeably faster, wild mixes of tiny and huge toys, and finally drifting balloons that bump the descending claw sideways at the worst possible moment.
Clear a level and you always earn all three stars - the celebration is for finishing, never for speed - and clearing all 20 opens Endless mode: an infinite run of generated cabinets that starts at roughly the final level's difficulty with every mechanic switched on, then keeps tightening the grab budget, deepening the pile and speeding the trolley as the numbers climb. Your progress and stars are saved in your browser, a friendly mochi finger points at a good toy if you sit idle, and if a level ever becomes mathematically unwinnable the game says so at once and offers a clean retry of the same cabinet.
| Input | Action |
|---|---|
| Tap anywhere | Stop the sweeping trolley and drop the claw straight down |
| Space | Same as a tap - drop the claw |
| Tap while the claw is busy | Ignored - the claw finishes its drop, lift and delivery first |
| Space or Enter on the win card | Jump to the next level (or retry after a fail) |
| Settings (gear) | Sound toggle, level select, How to play, and Restart level |
Everyone has a memory of a real claw machine: the quarter goes in, the claw closes around the perfect prize, and then - right at the top of the lift - the jaws mysteriously relax and the toy flops back onto the pile. Real cabinets are literally built to do that; the grip strength is a dial set by the arcade owner. Mochi Claw is a small act of revenge on every one of those machines. Its one design promise is that the claw never lies: close the jaws on a regular plush toy and it will hold, every single time, all the way to the chute. There is no hidden payout schedule, no weak-grip roll of the dice. When a toy does escape, it is for a reason the game shows you and that you can learn.
Those reasons are the whole skill curve. Jelly toys - you can tell them at a glance because they are translucent and shiny - slip out of an off-center grip: catch one more than about a third of the way off its middle and it will squeak free halfway up the lift, exactly the same way every time. The big heavyweight plushies that arrive in the later cabinets are more forgiving but follow the same law, sliding loose only from a genuinely sloppy edge-grab. Because both rules are deterministic rather than random, a slipped toy never feels like theft. You watched the claw close near the bunny's ear instead of its tummy, you saw it dangle crooked on the way up, and next grab you wait the extra half second for the trolley to sit dead-center. That is a real, learnable timing skill dressed up as a toy box.
The other quiet idea is that the claw drives itself. The trolley sweeps back and forth on its candy-striped rail without any steering, and your entire vocabulary is one tap: stop, drop, grab. Kids who cannot read - or reliably drag - get the full game, because judging when a moving thing is above a target is a skill a five-year-old already practices every time they jump over a puddle. Everything else is automated in their favor: the claw carries its catch to the chute on its own, wrong toys still ride down the chute (clearing space over a buried target, which becomes a strategy in itself), and the pile slumps and resettles with soft plush physics so the board never locks up. The balloons that show up in the final cabinets are the one mischievous touch - they drift up into the claw's path and shove it sideways mid-drop, turning a perfect tap into a near miss you can still rescue.
The difficulty is honest about being a budget, not a lottery. Every level prints its grab allowance right in the objective pill as a row of little claw pips, and the wanted toys are shown as portraits, so the whole contract of a level is readable without a single word. Early cabinets hand you twice the grabs you need; by the Galaxy levels the budget squeezes toward exact, and Endless keeps tightening from there - deeper piles, more jelly, quicker trolleys, an extra balloon - one notch per cabinet, forever. Because the game always checks whether a win is still mathematically possible, it tells you the moment a run is lost instead of letting you spend three doomed grabs finding out. Then Retry hands you the same cabinet, and the claw, as always, plays it straight.
It was a slippery grab, not bad luck. Translucent jelly toys slide free when gripped more than about 35% off their center, and the big heavyweight plushies slip from genuine edge-grabs. The rule is deterministic - the exact same grab always has the exact same result - and a dead-center catch never fails on any toy. Watch for the toy hanging crooked on the way up: that is the tell.
They don't count toward the goal, but they are not wasted either - the claw still carries them down the chute, which permanently removes them from the pile. On levels where the wanted toys start buried, deliberately grabbing the junk on top is the intended strategy.
Your remaining grabs. Every tap costs exactly one, whether the claw catches a prize, grabs empty air, or has a toy slip out. When the row runs dry before the objective is met, the level ends and you can retry the same cabinet.
No - that is the whole point. Real cabinets adjust their grip strength to control payouts; Mochi Claw's grip is a fixed rule with no randomness. If the jaws close on a normal toy, it is yours. The only ways to lose a toy are the visible ones: off-center grabs on jelly or heavyweight toys.
Endless mode opens. It generates an infinite run of cabinets seeded by the level number, starting at roughly the hardness of level 20 with every mechanic already active - buried targets, jelly, heavyweights, balloons, a quick trolley - and it keeps ramping: deeper piles, more jelly, faster sweeps and a grab budget that squeezes toward exact as the numbers climb.
Balloons drift up into the claw's flight path and bump it sideways while it descends, shoving your perfectly timed drop off its aim point. They appear from level 18 and in every endless cabinet. You can also just grab one - balloons never slip - and the claw will dump it down the chute out of the way.
The game constantly checks whether winning is still possible. If the toys you still need outnumber the grabs you have left (or the pile no longer contains them), it ends the level immediately rather than letting you spend doomed grabs finding out. Retry rebuilds the identical cabinet from its seed for a fair second attempt.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.