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Sling a smiling mochi ball through a floating candy hoop, racing a 20-second shot clock that every basket feeds - but only swishes pay double.
Mochi Hoops is a one-button basketball score-chase built around a single slingshot move. A round mochi ball with a basketball seam and a little smiling face waits near the bottom of the screen; you press it, drag backward, and let go. The launch fires in the opposite direction of your pull, Angry-Birds style, and a dotted curve previews the whole arc before you commit - so the farther back you drag, the harder the shot. The ball is a true gravity projectile, so the skill is reading that arc and dropping the ball down through the rim from above.
There are no levels and no menu of modes here - every game is one continuous run against a shot clock that starts at 20 seconds and is capped at 40. Sinking a basket is the only way to buy more time: a normal make through a rattled rim adds 2 seconds, while a clean swish that never grazes the rim adds 3. The run ends the instant the clock hits zero, and your highest score is the only thing saved between sessions, kept privately on your own device.
Scoring rewards a hot streak. A normal make is worth 100 points and a swish is worth 200, and that figure is then multiplied by your current combo - the number of baskets you have made in a row. Miss a shot (the ball leaves the screen without going in) and the combo snaps back to zero, so a long unbroken chain of swishes is where the big numbers come from. The catch is the hoop itself: once you have sunk four baskets it starts sliding left and right, and it slides faster and across a wider span the more you score, turning a stationary target into a moving one right when your combo is worth protecting.
The whole thing is rendered as a soft candy court - a peach-to-pink gradient with floating bokeh, a decorative backboard with a target square, a tapered net that sways and wobbles when the ball drops through, and confetti bursts on every make (extra confetti on a swish). One physics quirk worth knowing: the two glossy rim knobs only turn solid once the ball has risen completely above the rim, so a shot fired up from below passes through the rim cleanly on the way up and can only clank on the way down.
| Input | Action |
|---|---|
| Touch + drag back | Pull the resting mochi ball back to aim and load power (only when no ball is in flight) |
| Release finger | Launch the ball opposite your pull |
| Mouse drag + release | Aim and shoot the same way on desktop |
| Settings button | Open the shared settings panel to mute or unmute the music and sound |
| Back button | Return to the Anime Mochi home screen |
What stays with you in Mochi Hoops is how much truth lives in one drag. There is no power meter, no spin toggle, no second input, you pull the smiling ball back and the dotted curve quietly draws your fate before you let go. Because the launch fires opposite the pull, your hand has to invert the gesture every time, and that small mental flip is the whole skill. The arc runs on real gravity, so the dots never lie. When you finally find a pull that threads the dots clean between the rim knobs, releasing feels less like a guess and more like a quiet, earned certainty.
The shot clock is the engine, and it is genuinely stingy. It opens at twenty seconds and tops out at forty, and sinking baskets is the only way to feed it, two seconds for a rattled make, three for a clean swish. That turns a miss into double damage: you forfeit the points and you bleed time you cannot win back. Greed gets punished fast, because a maxed-out pull that sails off the edge costs the combo and a slice of the clock in one motion. The loop stays soft on the surface while quietly rewarding whoever shoots the gentlest arc that still clears the rim.
What sets this apart from other flick-a-ball toys is that the target turns on you, and it turns in step with your own success. The hoop sits dead still until your fourth make, then it begins sliding left and right, and both its speed and the width of its sweep grow with the count of baskets you have sunk, not the level. The pressure is something you build yourself. There is a slyer wrinkle too: the rim knobs are open until the ball has risen fully above them, so every shot passes up through clean and can only clank on the way back down, which quietly rewards a steep drop over a flat one.
The mood stays unfailingly soft, a cream-to-pink court with drifting bokeh, a candy backboard wearing its little target square, a net that sways and wobbles when the ball drops through, and a four-note chime that climbs to make a swish feel like a small gift. Even the resting ball nudges to a new spot after each shot, so you never settle into a single muscle-memory groove. It suits short sittings and young hands, the grab radius is forgiving and nothing needs reading. The honest catch is that the ceiling is real: chasing a high score against a fast-sliding hoop, a thinning clock, and a streak you dare not break asks for genuine touch and nerve.
Press and hold the mochi ball, drag in the opposite direction of where you want it to go, and release. It works like a slingshot - pulling down-and-back fires the ball up-and-forward - and a dotted curve previews the exact arc, with a longer pull meaning a stronger shot.
A swish is a basket where the ball drops cleanly through the rim without touching either glossy rim knob. It is worth 200 points instead of the 100 you get for a rattled make, and it adds 3 seconds to the clock instead of 2 - so swishes are the fastest way to grow both your score and your time.
Every basket you sink in a row raises your combo, and your shot's value (100 for a make, 200 for a swish) is multiplied by that combo. The moment a shot misses and leaves the screen, the combo resets to zero, so a long unbroken streak is where high scores come from.
No. Mochi Hoops is a single continuous arcade run rather than a leveled game - there is one mode, played until the shot clock runs out. The challenge ramps inside that run: after four baskets the hoop starts sliding and speeds up as your score rises.
It is the built-in difficulty ramp. The hoop sits still until you have made four shots, then begins sliding left and right; the more baskets you sink, the faster and wider it travels, so timing your release matters more the better you do.
Your top score is stored privately in your own browser on the device you played on, with no account needed. It shows up on the Time's-up card the next time you play on the same device - clearing your browser data would reset it.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.