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Pilot a tiny blue cube across a 110-by-110 paper board: trail out from home, loop back to flood-fill the ground you circled, and keep your line out of reach of seven rival cubes.
Mochi Paper is a 3D spin on the classic paper.io land grab, rendered entirely in raw WebGL - no game engine, no libraries, just a perspective camera and a paper-white board that fades into a soft grey fog at the horizon. You drive a small blue cube that begins on a three-by-three patch of home turf. The instant you roll off your own colour, a raised ridge of trail starts drawing behind you; steer the loop all the way back onto your land and a flood-fill sweeps the board, painting every cell you enclosed in your colour. It is a tight loop of push out, circle around, and bank - and the more land you hold, the more the camera eases back so you can read the whole arena.
You share that arena with seven AI cubes in eight different colours, each carving its own territory, racing home to bank it, and watching for a chance to strike. One rule sets the tension: stepping onto any trail pops the cube that owns it. That cuts both ways - drive across a rival's exposed line while it is far from home and you wipe it out, but turn a corner into your own ridge and your run ends instantly. Heads that collide directly, or swap places in a single tick, both pop. The walls around the rim are lethal too, so the board has a hard edge you can be pinned against.
There are no levels, no power-ups, and nothing to unlock or buy - Mochi Paper is one continuous open arena where the only score is the percentage of the board you control. A readout at the top tracks your live share to one decimal place, and the game quietly remembers the highest percentage you have ever reached. Cut a rival down to zero land and it is eliminated and respawns a moment later somewhere with breathing room; the goal is simply to claim more ground than anyone and survive longer than your best run.
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| Input | Action |
|---|---|
| Drag (touch) | Raise the thumb-stick under your finger and turn toward that direction |
| Arrow keys / WASD | Steer east, south, west, or north (no instant reversals) |
| Space | Begin a run from the title screen, or restart after a game over |
| Tap the board | Begin a run, or restart after a game over |
| Mute button | Toggle the background music and synthesized sound effects on or off |
What sells Mochi Paper is how solid the territory feels for a game with no engine behind it. The board is a paper-cream plane painted from a single texture, gridded with a faint line at every cell edge and dissolving into the dark void as a soft fog swallows the far rim. Your trail is not a flat stripe but a raised ridge standing above the floor, every box face hand-shaded by compass direction so the south side toward the camera reads bright and the north side dim. The cube bobs on a sine wave with its own little shadow quad chasing the footprint, and closing a loop flips the flood-fill that washes your colour across everything you penned in.
The cleverest move is how the camera reads your standing. Zoom is wired straight to the fraction of the board you hold, so a thin early run keeps you tucked in tight and tense, while a dominant run quietly pulls the eye back until most of the arena fits the frame. Owning more literally widens your view, a reward and a difficulty release in one moving part. The synth voice backs it up: a tiny square click on every turn, a triangle chirp sliding up when you bank, a rough sawtooth pop when you cut a nearby rival, and a long sawtooth groan plunging from 320 down to 50 hertz the instant you die.
The seven rivals run a real scoring loop rather than a script. Each one weighs all four directions every cell, leaning on momentum for straighter lines, shedding points the closer it drifts to the lethal rim, and outright refusing a cell whose only exits are wall or its own ridge so it never seals itself in. It only lunges at your exposed line when it is shallow in its own excursion, fewer than four cells out, and once a run grows long it swings hard for home to bank. The board feels populated, and your cleanest kills come from catching one stranded deep before it can scurry back.
It fits short sittings and very young players with almost no friction. There is no menu maze, no levels, no currency, just tap to drop onto your three by three home patch and steer. If you trail too long without banking, a pointing hand quietly appears after about five seconds aimed at your nearest home cell, a come back here nudge for a six year old who forgot the loop. Your only number is the live percentage held to one decimal, and the game keeps the highest you have ever reached, so the whole curve is whatever greed and caution you bring to it.
Whenever you are off your own colour you draw a trail. The instant you step back onto any of your home cells, a flood-fill runs from the board's edges inward, and every cell your trail sealed off - empty ground or rival land alike - becomes yours.
Touching a trail kills its owner, so your run ends if you turn into your own ridge or if a rival drives across your open line. Crashing into the rim walls, or colliding head-on with another cube, also pops you instantly.
Yes. Cross a rival's trail while it is away from home and that rival is eliminated. You can also strangle a neighbour by enclosing its land - if a capture leaves it with zero cells, it is wiped out and respawns elsewhere.
Neither - Mochi Paper is a single continuous arena rather than a set of stages. There is nothing to unlock; the whole game is one open board where you compete against the AI for the largest share.
By the percentage of the 110x110 board you control, shown live at the top to one decimal place. The game saves the highest percentage you have ever reached as your personal best, and the game-over card shows both your final run and that all-time best.
Seven AI cubes share the board. Each one weighs its options every step - pushing into open ground, turning for home once its run is long enough, chasing trails it can cut, steering clear of the rim, and refusing to box itself into a dead end.
Like the classic snake-style trail games, the cube can never reverse straight back the way it came. You can only turn to the left, right, or keep going - a deliberate rule that stops you from accidentally crossing your own fresh trail.
Your best territory percentage is stored privately in your browser on this device, so it is waiting for you next time. Each round itself always starts fresh in a newly seeded arena - there is no mid-run save.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.