Home›Mochi Paint
Tap a candy tile to repaint your corner flood and swallow its same-coloured neighbours, racing to make the whole board one shade before your paint drops run dry.
Mochi Paint is a cosy Flood-It puzzle. A little white mochi sits permanently in the top-left tile, and the connected patch of same-coloured tiles around it is your flood. When you tap any tile, your entire flood instantly repaints to that tile's colour, and every neighbouring tile that now matches gets pulled into the patch. So you do not pick a tile to keep - you pick a colour, and your corner grows outward in a glossy ripple. Clear the level by turning every tile on the board into one single colour.
The catch is your paint budget. The counter at the top of the screen (a paint-drop pip) is how many taps you have left, and each repaint spends one drop; tapping the colour you are already on is a free no-op and costs nothing. That budget is not arbitrary - for every board the game runs a greedy auto-solver and sets your allowance to that solution length plus a small slack of one to three taps. So a perfect run is always possible, but loose play runs you dry and pops the "Out of paint!" card, where you simply retry the same board.
There are twenty hand-tuned levels grouped into five sweet worlds of four each: Berry, Citrus, Mint, Ocean, and Galaxy. The grid starts at a roomy 5x5 with four colours and climbs to a tight 9x9 with all six colours, and the palette widens as you go. Galaxy swaps the pastel backdrop for a dark, twinkling-star sky for its finale stretch. From the Mint world on, sleepy grey stone tiles appear on the board: stones never flood and never change colour, so they wall off regions and force you to route the flood around them. The generator only places a stone where it would not cut the board in two, so every authored level stays fully reachable.
Once you clear all twenty curated puzzles, Mochi Paint keeps going with an endless mode that generates a brand-new board for every level number past twenty. Endless picks up right at the curated finale's difficulty rather than resetting - stones are on from the very first endless board, the grid ramps from 8x8 up to 11x11 as the numbers climb, and the stone count grows with it, while the slack stays tight. Each board is freshly seeded by its level number, so no two are alike and there is always one more to paint.
| Input | Action |
|---|---|
| Tap / left-click a tile | Repaint your flood to that tile's colour and absorb its matching neighbours |
| Number keys 1-6 | Pick a colour directly from the palette on desktop |
| Tap a stone or your own colour | A dead tap - nothing happens, and the board glows where a useful tap is |
| Space / Enter | Advance from the level-complete or 'Out of paint!' card |
| Settings button | Open sound and the levels / endless menu |
| Back button | Return to the Anime Mochi home screen |
What sells Mochi Paint is the moment the colour lands. You never paint one tile; you tap a colour and the whole corner patch flips to it, dragging in every matching neighbour at once. The repaint does not just appear, it rolls outward from the mochi in the top-left, cells springing up in order of how far they sit from that corner, so a big absorb reads as a physical wave crossing the grid. A white sheen traces the rim of the flood the entire time, so at any glance you can tell exactly which tiles are already yours and which are still loose territory waiting to be claimed.
The cleverest design choice is that the game already knows the answer. Before each board loads it runs a greedy solver over those exact tiles, counts the recolours, and hands you that count plus one to three spare drops. So your budget is never a round number pulled from a hat; it is the optimal solution length with a sliver of forgiveness baked in. Running dry never punishes you with lost progress either, only an Out of paint card and the same board again. Studying costs nothing, since re-tapping the colour you already hold is a free no-op, and a wasted move is the only real currency you can spend badly.
Stalling is handled with unusual grace. Sit idle three seconds, or make a tap that does nothing, a stone, the edge, your own colour, and the board pulses a high-contrast ring around the very cells the solver would grab next. Even a fumble becomes a lesson rather than a dead end. The mechanical step is the sleepy grey stone, arriving in Mint with its own half-shut eyes painted on; it never floods and never recolours, so it walls the grid into pockets you have to route into. Galaxy drops the pastel sky for a twinkling dark backdrop that makes the candy tiles read like neon.
Listen and you can hear the board closing. The flood blip pitches higher the fuller your patch gets, so a near-complete sweep lands almost an octave above your opening tap, then a five-note arpeggio crowns the clear. It suits a planning mood more than any particular age: the early worlds are genuinely unhurried, while the late 8x8 and 9x9 boards with single-drop slack ask you to look a move ahead, since a smaller grab now sometimes sets up a far larger swallow next. Past level twenty the generated boards keep stones on and the grids creeping from 8x8 toward 11x11, freshly seeded so the texture never settles.
That is the heart of Flood-It. You are not painting one square - you are recolouring the entire flood that touches the mochi in the top-left corner. Whatever colour you tap, your whole patch becomes that colour and immediately absorbs any neighbouring tiles of the same shade, so the corner spreads from the corner outward.
It is not a fixed number. Before you start, Mochi Paint runs a greedy auto-solver over that exact board - always recolour to whatever swallows the most tiles - counts how many recolours that takes, and gives you that many drops plus a small slack of one to three taps. So every board is guaranteed beatable, but there is only room for a couple of loose moves before the 'Out of paint!' card appears and you retry the same board.
Greedy works most of the time: each turn, the colour that pulls in the most new tiles is usually correct, which is exactly the rule the solver uses to set your budget. But near the end it pays to think a move ahead - a smaller grab now can line up one giant sweep next turn, and on stone boards you want to spend early drops opening a route into each walled-off pocket so no tiles end up stranded behind the grey blocks.
No, those grey tiles are stone, a deliberate blocker. Stone never floods and never recolours, so your paint has to flow around it rather than through it, splitting the board into pockets you must reach by another path. Stones first appear in the Mint world, and the generator only ever places one where it will not cut the board into unreachable pieces, so the level always stays fully paintable.
There are twenty hand-tuned levels across five worlds - Berry, Citrus, Mint, Ocean, and Galaxy, four puzzles each. After the twentieth, endless mode generates a brand-new board for every level number beyond it: stones are on from the very first endless board, the grid ramps from 8x8 up to 11x11 as the numbers climb, the stone count grows with it, and each board is freshly seeded by its level number so no two repeat.
Yes. Sit still for about three seconds, or make a tap that does nothing - a stone, an off-board tap, or the colour you are already flooded with - and the board pulses a glowing ring around the frontier cells worth tapping next, picked with the same greedy 'swallow the most' rule the solver follows. Making a real recolour clears the hint.
The drop pip at the top is your taps remaining, and it turns red once you have two or fewer left. That is your warning that the slack is gone: from there every recolour has to land on a genuinely productive colour, because one wasted tap will run you dry before the board is solid.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.