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Draw a curvy ribbon from each little candy plane to its matching-color runway and land the whole sky - if two planes get too close they just bank away and drop their paths, never crash.
Mochi Flight is a cozy air-traffic control game seen straight from above. Round-faced little planes in solid candy colors drift onto the screen from every edge, and colored runways sit anchored at the edges. Your one job is to draw each plane a flight path: press on a flying plane, drag a curvy line to the runway of the same color, and release. The plane peels onto your drawn ribbon, flies it, and touches down with a squeak for +1 landed. Press a plane again at any time to redraw its path.
There is no crash and no game over. When two planes get within a danger radius they both bank away in a startled little loop, with a soft gasp and a tiny screen-shake, and the evasion scrambles their ribbons - the affected planes drop their paths and start circling. That is the whole setback: you re-draw them. Flying a plane through a storm cloud or a flock of geese likewise just scatters that plane's path. Levels end only when you have landed the sky's quota of planes, and planes keep arriving, so a level can never become unwinnable.
There are 20 hand-tuned skies, each cycling through five pastel palettes (Meadow, Sakura, Seaside, Sunset, and a Dusk night sky). Early skies have a single runway, a single color, and slow puddle-jumper planes; then a second color and runway arrive, storm clouds drift in from level 6, fast jets mix in from level 8, geese cross from level 10, a stunt biplane loops from level 12, a helipad and hovering copters add a third color from level 14, and from level 16 the sky goes to dusk and the runways light in turns - only the glowing runway will take a landing.
Clear all 20 and Endless mode opens: generated skies that start at the final level's difficulty and keep ramping - more colors, faster spawns, more storms, denser geese, more jets, bigger quotas - with every mechanic active from the very first endless sky. The layout is seeded by the sky number, so every one differs. There is no timer, no score, and no way to lose, and finishing any level always lights up all three stars.
| Input | Action |
|---|---|
| Press a plane | Start drawing a flight ribbon from that plane |
| Drag | Curve the ribbon toward a runway as you steer |
| Release over a runway | Send the plane down its ribbon to land on a matching-color runway |
| Press a plane again | Redraw its path - the old ribbon is replaced |
| Release over empty sky | The plane flies to the ribbon's end, then circles and waits |
| Space or Enter | Next level from the win card |
| Settings (gear) | Sound toggle, level select, and the how-to-play demo |
Air-traffic games have a reputation for being nail-biters - one wrong flick and two jets vanish in a puff, the round is over, start again. Mochi Flight keeps the exact geometry that makes those games so absorbing - many planes aloft, curved paths that must not cross, a color to match at every runway - and quietly removes the punishment. When two of its round-faced little planes drift within a danger radius they both bank away in a startled loop, gasp, and drop whatever ribbons you had drawn for them. That is the whole consequence: not a lost life, just two planes now circling and waiting for you to draw them again. The result is a game you can play in a genuine flow state, because the cost of a near-miss is measured in re-drawing, not in restarting.
The single verb is a drawn line. Press on a flying plane and drag; a ribbon in that plane's candy color trails from your finger, sampling a point every few units so it curves however you steer. Let go over a runway of the same color and the plane peels onto the ribbon, flies it, and touches down with a happy squeak. You can redraw any plane's path at any moment - press it again and the old ribbon is replaced. There are no taps to time, no buttons to press, no second gesture to learn. A six-year-old draws lines from smiling planes to matching colors; an adult juggles a dozen ribbons that must thread past each other without ever tangling.
The hazards arrive as characters rather than threats. A storm cloud drifts across the sky and erases any ribbon drawn through it, so you route around its soft gray belly. A V of geese crosses on a telegraphed line, and a plane that flies through them gets a feather-puff and loses its path. A stunt biplane loops endlessly on a fixed track, a moving obstacle your planes will bank away from if you route them too close. Later a helipad adds a third color of little hovering copters, and at night the runways light in turns - only the currently glowing one will accept a landing, so timing bends where you route rather than adding any pressure to how fast you move.
Nothing in Mochi Flight is timed and nothing is scored. Planes keep arriving on a gentle spawner, so the landing quota is always reachable no matter how many ribbons scramble; a scattered plane simply orbits until you draw it again. The stars are always three, and the win card's only message is that the next, busier sky is open. By the graduation exam - three runways, a helipad, storms, geese, a stunt loop and a rotating night lighting all at once - you are still playing the same one-finger game you learned in the first sky, just reading far more of it at a glance. Clear all twenty and Endless opens: generated skies with every mechanic on from the very first one, ramping deeper and denser the longer you keep the sky calm.
Press on a flying plane and drag a curvy line to the runway that is the same color as the plane, then let go with the ribbon's end over that runway's mouth. The plane peels onto your drawn ribbon, flies it, and touches down for +1. You can press the plane again at any time to draw it a new path.
They both bank away in a startled little loop with a soft gasp, and the evasion scrambles their ribbons - both planes drop their paths and start circling. That is the only setback in the whole game: you simply re-draw them. There is no crash, no lost life, and no game over.
No. Levels end only when you land the sky's quota, and planes keep arriving on a gentle spawner, so the quota is always reachable. A scattered plane just orbits until you draw it again. There is no timer and no fail state at all.
A plane only lands on a runway of its own color, so match the colors first. At night (from level 16) the runways also light in turns - only the currently glowing runway will accept a landing, so send a plane at a runway once it lights up.
The storm cloud (from level 6) erases any ribbon you draw through it, and a plane that flies into it drops its path. The geese (from level 10) cross on a telegraphed line, and a plane that flies through the flock gets a feather-puff and loses its path. Neither ever damages a plane - they only scatter its route, so you route around them.
From level 14 a round helipad adds a third destination color, and slow little copters of that color hover and circle near it. You land a copter on the helipad the same way you land any plane: draw a ribbon of its color to the pad. The stunt biplane, from level 12, is different - it loops endlessly on a fixed track and your planes will bank away from it, so route around its loop.
Yes - Endless mode. It generates a new sky for every level past 20, starting at the final curated level's difficulty (three colors, storms, geese, a stunt loop, jets and night lighting) and ramping up from there: more colors, faster spawns, more storms, bigger quotas. Every mechanic is active from the first endless sky, and each sky number seeds its own layout.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.