Hole
1
To Cup
-
Drag back to aim, let go to putt!
In the Hole!
Nice!
How to Play
👆 Drag back from the mochi & let go to putt it into the hole!
Mochi Golf·Sports·By Anime Mochi

HomeMochi Golf

Mochi Golf

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.

About Mochi Golf

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.

How to play Mochi Golf

  1. Press on the mochi and drag backward to aim - the dotted trajectory points where it will go and the pull length sets the power (it caps out, so there is a maximum).
  2. Let go to putt. The mochi rolls across open turf and slows to rest on its own; with no walls to stop it, a putt that is too hard just sails past the cup.
  3. When the flag is off-screen, follow the chevron on the edge of the view and the To-Cup distance to line up your direction, and drag empty turf to scout the hazards in between.
  4. Bounce off springy trees and steer around firm rocks; stay out of sand, which bogs the ball down, and out of ponds, which splash you back a stroke.
  5. Cross a breaking slope and the green pushes your ball downhill - aim into the slope so its pull curves you back onto the line.
  6. Ease off on the approach: the mochi only drops in when it reaches the cup slowly, so a gentle dying putt sinks where a fast one rims out and rolls on. Sink it to earn three stars, then tee straight off for the next hole.

Controls

InputAction
Drag back from the mochiAim the opposite way and set power by pull length
Release the dragPutt the mochi at the aimed power
Drag an empty patch of turfPan the camera to scout ahead
Tap empty turfSnap the view back to follow the ball
Enter / Space (on the win card)Advance to the next hole
Home buttonReturn to the Anime Mochi home page
Gear buttonSound toggle and Restart course (back to hole 1)

Tips & strategy

  • Touch beats power on this course - with nothing to catch an overshoot, a soft putt that dies right at the cup is far safer than a blast that rolls forever past it.
  • Watch the trajectory color as you pull: it shifts from green to yellow to red as you approach full power, a quick read on how hard you are about to hit.
  • The mochi only sinks when it arrives slowly, so feather the final approach instead of charging the flag at speed.
  • Use a tree as a backboard - they are springy and bounce the ball back, so you can deliberately bank a shot off one toward the cup.
  • Treat rocks as solid walls: they barely give, so plan to go around them rather than through them.
  • Sand kills your roll fast, so carry over a patch with a firmer putt rather than trying to roll the ball through it.
  • On a breaking slope, aim slightly up-slope; the downhill push will bend your putt back down onto the line as you cross.
  • Pan the turf before a long blind shot - spotting a pond or slope on the way lets you pick a line around it instead of finding out mid-roll.
  • Going for a Hole in one means sinking it in a single stroke, so on a short straight hole with a clear pocket it is worth aiming straight for the cup with a measured putt.

Game features

  • One unbounded, never-ending course - no levels and no boundary walls; the meadow is generated lazily as you travel and is identical every visit because it is seeded by world position.
  • Slingshot drag-to-aim putting with a power-capped pull and a dotted trajectory plus arrowhead that previews direction and reach.
  • Roll-and-rest physics: the ball coasts under friction and settles where it stops, so misjudged power sails past the cup with nothing to save it.
  • Five distinct hazards that phase in with difficulty - springy trees, firm rocks, ball-slowing sand, stroke-penalty ponds, and breaking slopes that push the ball as it crosses.
  • A difficulty ramp tied to how far up the course you are: obstacle density, hazard size, and slope strength all grow the deeper you go.
  • Off-screen-cup guidance: an edge chevron points to the flag and a live distance reads out in meters in both the HUD pill and beside the pointer.
  • A free-roaming camera you can drag to scout the open meadow, with a tap on empty turf to re-center on the ball.
  • Golf scoring against a per-hole par (2 to 6 by length) with Hole in one, Eagle, Birdie, Par, and Cleared callouts on the finish card.
  • Five rotating themes (Sakura Greens, Sunny Sands, Mint Fairway, Ocean Links, Starry Putt) that cycle every three holes, each with its own turf, flag color, and drifting deco.
  • Resume support: the furthest hole you reach is saved in your browser, so the course picks back up there next time.
  • Fully synthesized Web Audio sound - putt, bounce, splash, sink, and a little win chime - and instant play on phone, tablet, or desktop with no download.

The Putt That Outlives Its Welcome

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.

Game details

Title
Mochi Golf
Genre
Sports
Players
1 player
Controls
Drag back from the mochi like a slingshot, release to putt; drag empty turf to scout, tap it to re-center
Platforms
Web browser, Android, iOS (no download)
Developer
Anime Mochi
Released
2026
Last updated
June 2026
Price
Free to play

Frequently asked questions

How do I aim and control the power?

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.

How many holes are there - does it ever end?

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.

The cup is off the screen - where do I aim?

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.

Why does the ball roll right past the hole instead of dropping in?

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.

What do the trees, rocks, sand, ponds, and slopes do?

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.

Does it get harder the further I go?

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.

How is scoring done if every hole gives three stars?

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.

Will it remember where I was, and can I start over?

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.

If you like Mochi Golf

About the developer

Anime Mochi
Independent browser-game studio

Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.

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