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Drag a little mochi from the top-left corner of a candy-hedge maze down to the glowing star, timing snapping chompers and dodging gummy slimes on the way.
Mochi Maze is a point-and-lead maze puzzle. You do not nudge the mochi square by square - you drag your finger (or mouse) toward where you want it to go, and it figures out the shortest open route there on its own, gliding through hedge corridors carved into pastel candy. Each level starts the mochi in the top-left cell; the exit is always the glowing star in the bottom-right corner. The mazes themselves are 'perfect' (built by a randomized depth-first carver), so there is exactly one true path between any two cells and the star is always reachable, even once gates, portals and one-way pads tangle up the routes.
There are 28 curated levels grouped into seven four-level worlds, and each world hands you one brand-new obstacle while keeping everything from the worlds before. Berry is a plain maze to learn the leading control. Citrus adds coloured keys and matching gates: pick up a key and every gate of that colour pops open at once. Mint adds chompers - snapping candy plants on a roughly 2.6-second loop (a long open window, a brief windup telegraph, then the dangerous snap). Ocean adds paired swirl portals that teleport you across the board and one-way spring pads that fire you through a hedge in a single direction. Plum adds gummy slimes that ping-pong back and forth along a corridor. Honey adds star-bits - sparkles you must collect all of to wake the sleeping star before it will let you finish. Galaxy is the finale: a dark, foggy version where a lantern of light follows the mochi and every earlier mechanic is switched on at once.
The mochi carries three hearts. Touching a chomper's snap or brushing a slime costs one heart and gives you about 1.3 seconds of blinking mercy time before anything can hit you again; run out of hearts and a Retry card appears. The auto-walker is deliberately kid-forgiving - it pauses at the edge of a chomper that is winding up or a slime that is sliding toward it rather than marching into harm, and if its waiting spot happens to sit on a patrol lane it sidesteps to a safe square and re-aims. Levels that only use keys and gates have no hearts at all, so younger players can take their time.
Clearing a level always awards three stars (there is no timing or move-count scoring to chase) and unlocks the next one, and your unlocked frontier and star clears are saved on your device. Once you finish Galaxy, an endless run takes over: freshly generated mazes that begin at the finale's difficulty and keep climbing - bigger grids (from twelve cells across up to fifteen), more chompers, more slimes, a second portal, more gates and bits - with every mechanic switched on from the very first endless maze.
| Input | Action |
|---|---|
| Tap / click a spot | Send the mochi walking toward that cell along the open path |
| Drag finger / mouse | Continuously re-aim - the mochi follows your pointer through the maze |
| Arrow keys / WASD | Step the mochi one cell in that direction (if a corridor is open) |
| Space / Enter | On the win or fail card: go to the next level, or retry |
| Back button | Return to the Anime Mochi home screen |
| Settings button | Open sound toggle and the level-select grid |
What makes Mochi Maze click is that it deletes the fiddliest part of maze games. You never inch a blob through one square at a time. You aim a finger somewhere ahead and it finds the open route and glides there, re-solving the instant you drag elsewhere. That one decision shifts where your attention goes: you stop fighting controls and start reading corridors, deciding where to point next. Tap a far corner and the mochi threads the whole tangle to get there. It feels less like steering and more like sketching a line with your eyes and watching a polite candy blob trace it.
The clever bit is structural. Every board is carved as a perfect maze, so there is one true tree-path to the bottom-right star, but the generator then braids in real alternatives: portals zip you across the grid, and one-way springs fling you through a hedge in a single direction. Those shortcuts are deliberately fenced to the same side of any locked gate, so a lucky zip can never skip a door you have not earned a key for yet. Keys always sit in a branch you can reach before the gate they pop. The level is never broken, only unread.
Most of the charm hides in how careful the walker is on your behalf. It halts at the lip of a chomper that is winding up to snap, and hangs back when a gummy slime is sliding toward the gap, rather than feeding the mochi into a hit. If the only resting square happens to lie on a patrol lane or a chomper pad, it slips sideways to a calm cell and re-aims instead of parking in harm's way. Leave it idle for five seconds and a soft pointing finger fades in, aimed at the single next cell that matters, a key, a star-bit, or the exit.
Difficulty arrives as new ideas, not twitchier timing. Berry teaches the lead, Citrus adds colour-matched keys and gates, Mint the snapping plants, Ocean the portals and one-way springs, Plum the patrolling slimes, Honey the collect-everything bits that wake a grey, snoozing star, and Galaxy drops the lights so you read by a travelling lantern and faint beacons. Three hearts cushion only the hazard worlds; the gentler key levels carry none, so a young player can dawdle. Clear all twenty-eight handmade stages and endless mazes take over, ramping from twelve cells to fifteen with every mechanic switched on from the first one.
You don't push it one square at a time - you drag your finger or mouse toward where you want it to go, and it auto-walks the shortest open corridor in that direction. If you prefer manual control you can also step exactly one cell with the arrow keys or WASD.
Some corridors are blocked by a coloured gate. Walking the mochi over a key of the same colour instantly pops open every gate in that colour. Keys are always placed where you can reach them before the gate they unlock, so you never get stuck.
Chompers run on a steady loop: a long open phase, a short windup that warns you, then a quick snap, then a rest. Cross while one is open. The mochi will even pause on its own at a chomper that is about to snap, so you rarely get caught if you let it lead.
On Honey and Galaxy levels the goal star starts asleep - it looks grey with little Zz's. You have to collect every glittering star-bit on the board first; gathering the last one wakes the star gold and opens the exit.
The mochi has three hearts and only hazard worlds (chompers and slimes) can take them; each hit costs one and gives a brief blink of safety. Lose all three and a Retry card appears so you can restart that same level - there's no permanent failure.
Once you clear the Galaxy finale, endless takes over with freshly generated mazes. They start as hard as the last curated level and keep ramping - larger grids, more chompers and slimes, an extra portal - with all six mechanics switched on from the very first endless maze.
Your unlocked levels and clears are stored in your browser on this device, so you can pick up where you left off. There's no points or timer scoring - every level you finish simply awards three stars, so it's about reaching the star, not racing the clock.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.