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Slingshot a squishy pink mochi across one endless, walls-free meadow that ramps from gentle open green to dense gauntlet the further up the course you climb.
Mochi Golf throws out the two things you expect from a mini-golf game: there is no walled box and there is no fixed set of holes. Instead the whole game is one unbounded meadow that generates itself forever as you putt across it. You aim by dragging backward from the mochi like a slingshot - pull farther for more power, up to a capped maximum - and a dotted trajectory plus an arrowhead show exactly which way and how far it will roll before you let go. Release and the mochi rolls out on open turf, slowing under rolling friction until it comes to rest wherever it stops. Because nothing walls it in, an over-cooked putt just keeps rolling past the flag, so reading the green and feathering your touch matter far more than raw power.
Each hole drops a cup a seeded distance "up" the course (the meadow climbs as you go), and the moment you sink it the next cup appears further ahead while you tee off from exactly where you landed - one continuous ribbon with no loading screens between holes. The flag is usually off-screen, so the game pins a colored chevron to the edge of the view and shows the live distance to the cup in the "To Cup" pill (and again next to the chevron in meters). You can drag any empty patch of turf to pan the camera and scout the terrain ahead, then tap empty turf to snap the view back to your ball.
The terrain ramps as you travel. Early holes are nearly bare green with the odd tree; the deeper you push, the more obstacles pack in and the bigger the hazards grow. Trees are springy and bounce the mochi away (they even shake off a little burst of leaves on a fast hit); rocks barely give and thump you back like a firm wall; sand patches drag the ball to a near-stop with much heavier friction. Push far enough and two harder hazards phase in: ponds, which splash the mochi back to where it last rested and cost you a penalty stroke, and breaking slopes - translucent zones with downhill chevrons that actively push the ball as it crosses them, so the green truly "breaks" your line.
There is no points system to chase - sinking any cup always awards three stars - but the game still scores each hole against golf par. Par is set by the hole's length (between 2 and 6), and your finishing card calls out the result: Hole in one for a single stroke, Eagle for two-under or better, Birdie for one-under, Par for matching it, or simply Cleared if you went over. The palette also rotates every three holes through five themes - Sakura Greens, Sunny Sands, Mint Fairway, Ocean Links, and Starry Putt - each with its own turf tint, flag color, and drifting decoration (petals, a low sun, leaves, bubbles, or stars), so the world keeps looking fresh as the number climbs. It plays instantly in any browser with synthesized sound effects and nothing to download.
| Input | Action |
|---|---|
| Drag back from the mochi | Aim the opposite way and set power by pull length |
| Release the drag | Putt the mochi at the aimed power |
| Drag an empty patch of turf | Pan the camera to scout ahead |
| Tap empty turf | Snap the view back to follow the ball |
| Enter / Space (on the win card) | Advance to the next hole |
| Home button | Return to the Anime Mochi home page |
| Gear button | Sound toggle and Restart course (back to hole 1) |
Most mini-golf gives you a walled lane that funnels every shot toward the cup, so the worst a bad putt earns is a few extra bumps off a rail. Mochi Golf takes the rail away. You drag back from the squishy pink ball like a slingshot, watch a dotted line spray across open grass, and release into nothing but turf and friction. A putt that leaves your fingers too hot does not ricochet home; it just keeps coasting until momentum dies somewhere out past the flag, leaving you to chip back from wherever it stopped. Suddenly the cautious shot is the smart one, and that single missing wall reshapes every decision you make.
Because the ball only drops when it crawls into the cup, the satisfying putt is the soft, dying one that trickles the final few feet and tips in, not the confident blast that rims out and rolls on forever. The pull band reports exactly where you stand as you draw back, sliding from green to yellow and finally an alarming red right before full power, so you learn to keep it out of red on anything but a long open straightaway. There is a particular pleasure in feathering a putt you already know will expire on the lip, then watching the mochi do precisely that.
Difficulty here is a function of how far up the meadow you have climbed, and it grows several ways at once rather than just lengthening the holes. Early greens are almost bare lawn with the odd springy tree to bank off. Push deeper and obstacles crowd in, hazards swell, and slopes shove harder: firm rocks you route around, sand that strangles a roll, then ponds that fling the ball back to where it last rested for a penalty stroke, and breaking slopes whose downhill chevrons physically bend your line as you cross. Each new wrinkle arrives alone, so you are always learning one thing.
It is built for dipping in and out. No clock chases you and the only failure is a squandered stroke, yet the game still quietly keeps a card: each hole carries a par from two to six by length, and your finish reads Hole in one, Eagle, Birdie, Par, or simply Cleared. The whole meadow is grown from your position, so it is endless but identical on every return, and the palette rotates every three holes through five looks so the scenery keeps freshening as the numbers climb. The furthest hole you reach is saved, ready to resume on the same phone whenever the mood strikes again.
Press on the mochi and drag backward, like drawing a slingshot. You aim in the opposite direction from your drag, and the farther you pull the more power you load, up to a hard cap. A dotted trajectory and arrowhead show the line and reach, and the color shifts green to yellow to red as you near full power. Let go to putt.
It never ends. Mochi Golf is one continuous open course that generates new holes forever: sink a cup and the next one appears further "up" the meadow, with you teeing off from where you landed. There is no level cap to reach.
On this open course the flag is usually out of view. A colored chevron pinned to the edge of the screen always points toward the cup, and the distance to it shows both in the To-Cup pill at the top and next to the chevron in meters. You can also drag any empty turf to pan the camera and look ahead before you putt.
There are no walls, and the mochi only sinks when it reaches the cup slowly. A putt that arrives too fast simply rolls over the hole and keeps going. Ease off your power on the approach so the ball is nearly stopped when it gets there.
Trees are springy and bounce the ball away (and can be used as a backboard). Rocks barely give and thump it back like a wall. Sand drags the ball to a near-stop. Ponds splash it back to where it last rested and add a penalty stroke. Breaking slopes push the ball downhill as it crosses, so aim into the slope to counter the curve.
Yes. Difficulty ramps with how far up the course you travel - more obstacles, bigger hazards, and stronger slopes. The toughest hazards, ponds and breaking slopes, only start appearing once you are well into the course, so the early holes stay gentle.
Sinking any cup always earns three stars, so there is no pressure to perform. For flavor, each hole is also scored against golf par (2 to 6 depending on its length): your finish card shows Hole in one, Eagle, Birdie, Par, or Cleared based on how many strokes you took.
It saves the furthest hole you reach in your own browser, so on the same device the course resumes there next visit. If you want a fresh run from hole 1, open the gear menu and choose Restart course.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.