Home›Mochi Fish
Hold to sink your hook past drifting jellyfish, steer it onto darting candy fish, and reel every catch up to the little boat until the bucket is full.
Mochi Fish is a cozy vertical fishing game. A round mochi fisher bobs in a little wooden boat on the water line, bamboo rod out, bucket at their side. Press and hold anywhere and the hook drops steadily from the boat; while you hold, it steers smoothly toward your finger or mouse. The pond is several screens deep, and the camera follows the hook down - past god rays and rising bubbles near the surface, swaying weeds and coral further down, into water that shades from bright aqua to deep violet.
Touch a fish and it is hooked: the hook auto-reels it to the surface while it wiggles on the line, then it splashes into the bucket for +1. Touch a hazard - a sleepy pink jellyfish, an ink-puffing octopus, or a snappy bottom crab - and you get a soft zap instead: one of your three hearts breaks and the hook reels back empty. Letting go mid-descent is always a free bail-out (the hook just reels back), and reaching the bottom costs nothing either. Lose all three hearts and the level ends with a retry card; fill the quota and you win.
There are 20 hand-tuned levels, each cycling through five pastel palettes (Berry, Citrus, Mint, Ocean, and Galaxy skies). Early ponds are shallow with a few slow fish and a single jellyfish; then quotas grow, golden fish appear as their own separate requirement (they live in the deepest water and shy away from a hook that comes at them sideways), ponds stretch past two and a half screens with jellyfish walls to thread, octopuses cloud the water with ink from level 12, ordinary fish turn skittish from level 15, crabs guard the sand from level 17, and from level 18 the depths go properly dark, with only a soft cone of light around your hook.
Clear all 20 and Endless mode opens: generated ponds that start at the final level's difficulty and keep ramping - deeper water, bigger quotas, more golden fish, denser jellyfish, extra octopuses and crabs - with every mechanic active from the very first endless level. The layout is seeded by the level number, so every pond differs. There is no timer, no score, and no way to run out of fish (caught fish swim back in after a moment), and finishing any level always lights up all three stars.
| Input | Action |
|---|---|
| Press and hold | Drop the hook from the boat and keep it sinking |
| Slide while holding | Steer the hook left and right as it sinks |
| Release | Reel the hook back up empty (a free bail-out) |
| Touch a fish | Hook it - the reel-up to the bucket is automatic |
| Arrow keys | Nudge the hook sideways during a drop (desktop) |
| Space or Enter | Next level / retry from the end card |
| Settings (gear) | Sound toggle, level select, and the how-to-play demo |
Most arcade fishing games are about the yank - a frantic tap the instant a bobber dips. Mochi Fish is built around the opposite moment: the long, quiet drop. From the second you press and hold, the hook sinks at its own steady pace and all you control is where it drifts, your finger nudging it left and right through layers of water that slide from bright aqua into deep violet. The camera follows the hook down rather than the boat, so the little fisher disappears above you and the pond becomes the whole world. It turns out that steering something slowly through a crowd of moving obstacles is a far more absorbing feeling than any timing tap, and it is a motion a four-year-old and a forty-year-old perform with exactly the same muscle.
The pond is layered like a real one. Darters flit near the surface where the god rays reach, round puffers idle in the middle water, striped fish patrol below them, and the golden fish - the ones the later quotas actually demand - live down where the light gives out. That vertical arrangement is the whole strategy layer: an easy catch costs a short drop past one jellyfish, a golden catch means threading three or four hazards and committing to a long reel back. Because release is always a free bail-out, the game constantly asks a small, honest question: push one lane deeper, or take the safe fish you are already touching distance from?
The hazards are cast as characters rather than punishments. Jellyfish are asleep, drifting up and down on their own slow breath, and a sting costs a heart with a soft zap rather than a game over. The octopus never chases you; it just exhales a cloud of ink that hides a patch of water and makes you steer from memory. The crab only lunges if your hook loiters over its patch of sand, which teaches the lesson - keep the hook moving near the bottom - without a single word of text. Even failure is gentle: three hearts, a retry button, and a pond that resets exactly as it was, fish included.
Nothing in Mochi Fish is timed and nothing is scored. The bucket fills, the stars are always three, and the win card's only real message is that the pond one level deeper is now open. Skittish fish arrive late in the curated run to bend the one move you have mastered - suddenly approaching from the side scatters them, and only a patient drop from directly above works. By the time the water goes dark and your hook carries its own little cone of light, you are playing the same one-finger game you learned in level one, just reading it through murk, ink, and a crowd of sleeping jellyfish. That is the whole design: one verb, hold, stretched over twenty ponds without ever needing a second one.
Press and hold - the hook sinks from the boat - and steer it with your finger or mouse until it touches a fish. That's the whole catch: the hook sets itself and reels the fish up to the bucket automatically. You only ever control where the hook drifts while it sinks.
A soft zap: you lose one of your three hearts and the hook reels back up empty. The same goes for touching the octopus or the crab. Lose all three hearts and the level ends with a retry card - the pond resets exactly as it was, so nothing is permanently lost.
No - releasing mid-drop is a free bail-out. The hook simply reels back to the boat and you can drop again immediately. Hitting the bottom of the pond is also penalty-free. The only thing that ever costs you anything is touching a hazard.
Golden fish are shy: if the hook comes at them from the side, they dash off. The trick is to position the hook directly above one first, then sink straight down onto it - they don't notice what's overhead. From level 15 the darters and striped fish learn the same trick, so dropping from above becomes the core skill of the late game.
The octopus (from level 12) puffs soft ink clouds that hide a patch of water for a few seconds. Ink never hurts you - it only blocks your view, so you have to steer through it from memory. The octopus itself does sting if you touch its body, though, so give the animal a wide berth even when its ink has faded.
No. The pond quietly restocks itself: shortly after a fish is caught, a new one of the same kind swims in at a fresh spot. A level can therefore never become unwinnable - the only limits are your three hearts, and there is no timer at all.
Yes - Endless mode. It generates a new pond for every level past 20, starting at the final curated level's difficulty (deep dark water, skittish fish, ink, crabs, big mixed quotas) and ramping up from there: deeper ponds, more golden fish required, denser jellyfish, faster swimmers. Every mechanic is active from the first endless pond, and each level number seeds its own layout.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.