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Draw glowing chalk bridges, ramps, and walls for a parade of adorable little dummies who will absolutely walk off a cliff if you don't.
Mochi March is a cozy Lemmings-style routing puzzle. A little arched door near the top of the screen swings open and a parade of round mochi marchers waddles out, one every couple of seconds, walking wherever their feet point - which is usually straight off the nearest ledge. They never stop and they never think. Your only power is a fat glowing crayon: press and drag anywhere on the playfield and a chalk line appears in the world, solid the moment your finger lifts. A flat-ish stroke is a bridge or a gentle ramp the marchers walk along; a steep stroke is a wall that politely turns them around.
Ink is a visible meter - the crayon itself, drawn down the left edge, shortens as you spend it. It costs one unit of ink per unit of line, refills slowly on its own, and tapping any of your own lines pops it in a puff of chalk dust and refunds its full cost back into the crayon. The whole game is a happy negotiation between the geometry you want and the ink you have. Your goal is simple and lives right on the board: get a quota of marchers into the exit door at the bottom, and watch the door's painted pips light up one by one as they arrive.
Every level is exactly one portrait screen - both doors, every hazard, and the whole puzzle visible at once, with no camera and no scrolling, so a six-year-old can see the entire problem. The routing depth comes from what the chalk does where. Pink polka bounce zones turn chalk into springy trampolines that fling marchers across gaps too wide to bridge. Sandy amber crumble zones turn chalk into crumble-chalk that survives only three crossings. Grey rain zones refuse chalk entirely, forcing the clever line to happen somewhere else. Around all that live the character saboteurs: a snoozing gobbler plant, a diving magpie, an eraser slug, puffing fans, and umbrella pickups for drops that were never meant to be bridged.
There are 20 hand-tuned levels that cycle through five pastel themes (Meadow, Sunset, Berry Night, Mint Hills, and Galaxy), teaching one idea at a time before combining everything in a graduation exam. Then Endless mode opens: generated parades that start at the final level's difficulty and keep ramping, with every mechanic active from the very first one. There is no timer and no score, lost marchers always come back, ink always regenerates, and a steep wall is always a free way to pause the parade - so no level can ever become unwinnable. Clearing any level always lights up all three stars.
| Input | Action |
|---|---|
| Press and drag | Draw a chalk line - flat is a bridge/ramp, steep is a wall |
| Lift your finger | The line becomes solid terrain the marchers walk on instantly |
| Tap a line | Pop it in a puff of dust and refund all of its ink to the crayon |
| Tap empty space | Nothing - taps only erase your own lines |
| Z key | Erase your most recent line (same refund), on desktop |
| Space or Enter | Next level / retry from the end card |
| Settings (gear) | Sound toggle, level select, and the how-to-play demo |
Most puzzle games hand you a toolbar - a bridge tool, a wall tool, a digger, a blocker - and the puzzle is choosing which button to press. Mochi March throws the toolbar away and keeps a single crayon. You press, you drag, and a glowing chalk line appears in the world, solid the instant it exists. That one gesture is the whole game. What keeps it alive for twenty levels is not new tools but new meaning: the same stroke that was a bridge in level one becomes a wall when you tilt it steep, a catapult when you draw it inside a pink bounce zone, a roof when you draw it above the parade to shield them from a diving magpie. The verb never changes; the world keeps changing what the verb does.
The marchers are gloriously stupid, and that is the point. They pour out of a little arched door one at a time and walk wherever their feet happen to face - off ledges, into gaps, straight toward a snoozing flower with teeth. They never stop, never think, never listen. You are not commanding them; you are building the floor under their feet a half-second before they need it. Drawing while the parade waddles is the actual tension of the game - you can catch a faller mid-stroke if your hand is fast, the single most satisfying move in Mochi March - and a steep wall is always there as a free 'everybody hold on' button when you need a breath to think.
Ink is the honest limiter. A fat crayon runs down the left edge of the screen and visibly shrinks as you draw, one unit of chalk per unit of line. It refills on its own, slowly, and here is the twist that makes the whole thing a negotiation instead of a budget: tapping any of your own lines pops it in a puff of dust and pours its entire cost straight back into the crayon. So a wrong line is never wasted, a bridge you no longer need is a savings account, and the game becomes a cheerful loop of build, reroute, erase, refund. Only the amber crumble-chalk truly burns ink, because it collapses under the third marcher whether you like it or not.
Nothing here can dead-end and nothing here punishes. Every marcher who wanders off simply poofs into a little balloon-ghost that floats back up to the door and waddles out again, so the parade is infinite and a quota can never become impossible. There is no timer and no score - the exit door's painted pips are the only counter, lighting one at a time as marchers hop safely inside. Five hearts absorb your mistakes; run them out and a friendly card slides up and resets the level exactly as it was. Clear all twenty hand-built parades and endless mode opens: generated levels that start at the final exam's difficulty and climb, every mechanic switched on from the very first one.
You never control the marchers directly - they just walk straight ahead and fall off anything. You draw them a path: press and drag to make a chalk line, and a flat one is a bridge or ramp they walk along while a steep one is a wall that turns them around. Build the floor under their feet and steer the whole parade into the exit door at the bottom.
That is your ink. Every chalk line you draw spends ink equal to its length, and the crayon visibly shrinks as you spend. It refills slowly on its own, and - the key trick - tapping any of your own lines pops it and pours all of its ink straight back into the crayon. So you are always free to erase and rebuild.
It poofs into a little balloon-ghost that floats back up to the door and waddles out again, so you never actually run out of marchers. Each loss cracks one of your five hearts, though. Lose all five and a friendly retry card slides up and resets the level exactly as it was - nothing is ever permanently lost.
You drew it inside a sandy amber crumble zone, which turns chalk into crumble-chalk. It cracks a little each time a marcher crosses and collapses after the third one. The move is to wall the crowd, send exactly three across, then redraw. Crumble is also the one place ink truly burns - a collapsed sand bridge is not refunded, but your ink always regrows, so it costs a short wait, never the level.
The gobbler snoozes until a marcher wanders close, wakes up with a one-second warning, chomps once, then chews harmlessly for six seconds - so let one marcher wake it and rush the rest past during the chew. The magpie dives every few seconds at a marcher on open ground, but chalk drawn above the parade is a roof it bonks off, so shelter your marchers with a line overhead.
No, by design. Lost marchers always come back, so the parade is infinite. Ink always regenerates and every normal line refunds fully when tapped, so you can never run out of chalk for good. And a steep wall is always available as a free way to pause the whole parade while you think. There is no timer, so you can take as long as you like.
Yes - Endless mode. It generates a fresh parade for every level past 20, starting at the final hand-tuned level's difficulty (bigger quotas, faster marchers, all the zones and hazards at once) and ramping up from there. Every mechanic is active from the very first endless level, and each level number seeds its own layout, so no two parades are the same.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.