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Slice every target shape into glossy candy polyominoes, then drag and spin those pieces back together so they cover the grid exactly, one cell each, no gaps and no overlaps.
Mochi Fit is a polyomino packing puzzle. Each level shows a target region drawn on a grid and lines a small tray of pieces along the bottom, each piece a different bright candy colour and made of two to nine connected cells. The goal is to drag every piece out of the tray and lock it onto the shape so that each grid cell ends up covered exactly once. As you move a piece across the board it snaps to the nearest grid anchor and shows a ghost: the ghost tints green when the whole piece would land on empty target cells, and red the moment it would overlap another piece or poke outside the silhouette, so you always know whether a spot will work before you release.
Tapping a piece instead of dragging it spins it to its next orientation. Early on that means cycling through its four rotations; from the Mint world onward pieces can also be flipped, so a single tap walks through rotations and mirror images alike until the shape faces the way you need. A placed piece is never stuck either: tap one already on the board to lift it back into the tray, or press R (or Reset in the settings menu) to clear the whole grid and rebuild the level from scratch. There is no timer and no fail state, so a wrong guess only costs you the moment it takes to pick the piece back up.
The 20 hand-tuned levels are grouped into five candy worlds, four levels each. Berry teaches the snap-and-spin flow on small rectangles with three or four pieces. Citrus widens the grid and hands you five or six pieces. Mint introduces flipping. Ocean carves the rectangle into irregular candy silhouettes, and Galaxy combines everything into large mirrored blobs of up to nine pieces. Clearing a level always awards all three stars and unlocks the next one, and your unlocked levels and stars are saved on your own device.
Past level 20, an endless run takes over. Every endless puzzle has both mechanics switched on from the very first board (irregular silhouettes and flipping), and the grid and piece count keep climbing with the level number rather than resetting to something easy, so the boards grow up to roughly twelve by eleven cells. Crucially, every puzzle in the game, curated or generated, is built by cutting a real solved region into pieces and then verified to tile back perfectly before you ever see it, which means there is always at least one way to make everything fit.
| Input | Action |
|---|---|
| Drag from tray | Pick up a candy piece and carry it onto the grid |
| Release on green ghost | Lock the piece into those empty cells |
| Tap a tray piece | Spin it to its next orientation (rotations, plus flips from Mint on) |
| Tap a placed piece | Lift it off the board and back into the tray |
| R key | Reset the board and rebuild the current level |
| Settings button | Open level select, the mute toggle, and Reset |
Each tray piece is a polyomino, a small blob of two to nine grid squares joined edge to edge, like Tetris shapes but in many sizes. A level is solved when those pieces together cover the target silhouette so every cell is filled exactly once, with no square left empty and no two pieces ever overlapping.
Every level starts from one solid target region and slices it into connected blobs by growing several seed cells outward until they meet. Those blobs become your tray pieces, so the set always fits the silhouette like a jigsaw cut from a single sheet. The game then scrambles the tray order and each piece's facing so you never open a board that is already solved.
Tap a piece in the tray without dragging it and it spins to its next orientation. In the Berry and Citrus worlds that cycles its four rotations only; from the Mint world onward mirror-flipped versions are folded into the same cycle, so repeated taps walk through every rotation and its reflection. A piece that looks like an S or an L often needs a flip, not just a turn, to drop in.
While you drag, a ghost of the piece snaps to the grid under your finger. Green means the whole piece would land on empty target cells and can be dropped there; red means it would overlap a placed piece or poke outside the silhouette, so releasing on red just springs it back to the tray instead of placing it.
You simply cannot. The ghost only turns green and the piece only locks down when every one of its cells sits on an empty target square, so overlaps and out-of-bounds drops are blocked outright. A level counts as cleared the instant the last empty cell is covered, which means a perfect no-gap, no-overlap tiling is the only finish state.
There are 20 hand-tuned levels in five worlds of four. Berry and Citrus are plain rectangles, from a 4x3 with three pieces up to a 6x5 with six. Mint adds piece flipping. Ocean carves the rectangle into irregular silhouettes, and Galaxy stacks both twists onto 9x8 boards of up to nine pieces. Past level 20 an endless run takes over with both twists on from the first board and grids that keep growing toward twelve by eleven.
Yes, instantly. Tap any piece already on the board to lift it straight back into the tray and free its cells, or press R (Reset in the settings menu) to clear the whole board at once. There is no timer and no way to fail, so trying a piece, lifting it, and trying somewhere else costs nothing.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.