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Flip the face-down mochi cards a pair (or trio) at a time, hold their hiding spots in your head, and clear the whole tray in the fewest flips.
Mochi Match is a classic concentration game built around a tray of twelve hand-drawn mochi characters - strawberry, sky, lavender, matcha, honey, peach, bubblegum, seafoam, coral, lime, aqua and plum, each with its own little face (a wink, a sleepy line, a cat smile, a peeking tongue). Every card sits face-down showing a purple polka-dot back. Tap one to flip it up, then tap another to try to make a set: if the faces agree the cards do a little pop and stay up for good, and if they don't they quietly flip back down. Win by clearing every card on the board - there is no timer running against you and no way to fail, so a finished tray always lands three stars.
The catch is that a set is usually two cards, but not always: 'triple' levels ask you to remember and reveal three of the same mochi in a row before any of them count, which is far harder on your memory because a wrong third flip sends all three back. The board itself isn't always a plain grid either. Levels are cut into shapes - a centre-missing 3x3, a diamond ring, a plus, a hollow frame, a checkerboard, and a 24-card heart - so the cards you're tracking sit in odd, asymmetric spots instead of neat rows.
Three special twists layer on as you climb. A 'peek' flashes every card face-up for a couple of seconds at the start of the level, then hides them, turning the opening into a pure feat of memory. 'Colour' levels tint the same mochi in up to three different colours (pink, blue, green) and ring each card - now a pink strawberry and a blue strawberry are NOT a match, so both the face and the colour ring have to agree. And 'shuffle' is the meanest: when you miss, the very cards you just flipped slide and trade places with each other, so the spot you just memorised is no longer right (though, since you only ever saw those exact cards, it stays fair).
There are 20 hand-built levels with a deliberate ramp - tiny 2x2 trays first, then bigger grids, then each mechanic introduced one at a time, building to a level-20 'boss' that stacks everything at once: a 6x3 board of triples, two colours, a 2.5-second peek, AND shuffle on every miss. Clear level 20 and the game keeps going forever with seeded procedural boards (level 21 onward) that randomly mix shapes, set sizes, colours, peeks and shuffles, growing steadily larger and trickier as the level number rises. Your unlocked levels, stars and best flip-counts are saved in your browser, and the game always boots you straight into your highest unlocked level.
| Input | Action |
|---|---|
| Tap / Left-click a face-down card | Flip it face-up to try a match |
| Level chip (top centre) | Open the level-select grid |
| Next button (win card) | Advance to the next level |
| Replay button (win card) | Restart and re-shuffle the current level |
| Enter or Space (after a win) | Jump to the next level |
| Settings gear (top right) | Open settings, mute sound, or open the level grid |
What stays with us about Mochi Match is how little it asks and how much it trusts you. Nothing counts down, nothing can be lost, and a finished tray always lands three stars, so the whole game becomes a quiet conversation with your own recall. Even the animation respects that calm. A card does not just snap over; its back squeezes to a thin seam before the mochi face widens back out, and a drop shadow only appears once a face is actually showing. Matched cards give a soft scale-pop, and gentle synth tones mark each flip, hit and miss without ever scolding a bad guess.
The colour twist is sneakier than it sounds. On those levels the same mochi is washed in a faint tint and circled with a crisp ring, and the game checks the ring as strictly as the face, so a pink strawberry and a blue strawberry refuse each other outright. Shuffle is the cleverest mechanic precisely because it stays fair: only the cards you just missed trade cells, cyclically rotating into one another's spots and visibly sliding there as they flip back, while everything else holds still. You saw exactly those cards move, so their new homes are still knowable, which turns a punishment into a tracking puzzle.
There is real thought in how it treats players too young to read a word. Sit idle for five seconds and a pointing finger eases onto a still-hidden card, and it deliberately picks one near the board's centre and never one that completes a set, because a fresh flip reveals nothing about pairs anyway. The hand even reorients, pointing up for top-row cards and down for bottom-row ones, so it never sits on top of the very card it is suggesting. The game boots straight into your highest unlocked level, no menus, and the deck reshuffles cleanly on every replay.
The pacing is honest in a way these games rarely are. Each twist arrives by itself, with peek introduced before colours before triples before shuffle, so you absorb one idea per level instead of being flooded. By level twenty the boss fuses a six-by-three triples board, two colours, a quick two-and-a-half-second peek and shuffle-on-every-miss into one demanding wall. Past it, the endless levels are seeded, so each one keeps a consistent shape across replays while the layout shuffles, and they swell as the number climbs. The only number worth chasing is your flip count, which is why a remembered spot always beats a hopeful gamble.
A set matches when every card in it shows the same mochi character. On most levels a set is two cards; on 'triple' levels it's three, and all three must be revealed in a row - a wrong third flip sends the whole trio back down. On colour levels there's an extra rule: the cards must also share the same colour ring, so a pink mochi and a blue version of the very same mochi do not match.
On a peek level every card flashes face-up the instant the board loads, holds for a couple of seconds (between 2.0 and 3.0 seconds on the curated levels), then all flip down together. There's no replaying the peek - whatever you memorised in that flash is all you get, so the opening is a pure burst of memory before normal flipping begins. The heart level gives the longest look at 3 seconds; the level-20 boss gives only 2.5 for a board of triples.
Only the cards you just missed. When a set doesn't match on a shuffle level, those exact cards slide and trade cells with each other (a 2-card miss swaps the two; a 3-card miss rotates so every one moves), then flip back down in their new spots. The rest of the board never moves - and since you only saw the cards that shuffled, their new positions are still figure-out-able if you watch them slide.
A perfect run is one successful set per group with no wasted attempts - so a 2x2 board of two pairs is theoretically two flips, and bigger boards scale up from there. The win card counts every set-attempt as a 'move' and saves your best per level, so the real challenge once a level is unlocked is shaving that flip count down by remembering where each face hid instead of guessing. There is no timer or fail state pushing you - a missed set just flips back so you can try again, and every cleared board still earns three stars.
There are 20 hand-built levels that introduce one twist at a time - peek at level 6, two-colour matching at 7, triples at 8, shuffle at 10, three colours at 11 - and end on a level-20 boss that stacks a 6x3 triples board with two colours, a 2.5-second peek AND shuffle on every miss. After level 20 the game generates endless seeded levels that remix the shapes, triples, colours, peeks and shuffles and keep growing larger, so it never truly runs out.
Several levels carve the board into a shape instead of a plain grid: a centre-missing 3x3, a diamond ring, a plus, a hollow frame, a checkerboard, and a 24-card heart. The odd, asymmetric spots make locations harder to memorise than tidy rows and columns, which is the whole point - anchoring a face to 'the top point of the diamond' is the skill those levels test.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.