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Tap the tumbling tiles down four lanes across 17 neon EDM tracks, earning stars to climb a bottom-to-top song map one gated group at a time.
Mochi Piano is a music-tiles game in the Magic Tiles tradition. Four lanes fill the screen and tiles keep dropping down them; your one job is to tap each tile before it falls off the bottom edge while the song's real recording plays behind it. The 17 EDM K-Pop tracks - Can You Hear It?, We Rise Higher, Bad Habit, Drip Drip Boom, Drop It Low Go!, Skyline Crew and more - turn the tiles into glowing neon over dark, themed scenes. Tap an empty cell, or let a tile escape, and you lose a heart.
Songs live on the Mochi Skyline: a draggable, bottom-to-top isometric city of neon islands standing in a field of soundbar towers that pulse to the beat and surge up toward your cursor. Drag to pan around it and tap a song to focus it, then tap again to play. The tracks are ordered easy to hard and split into small groups of two and three - and the next group up stays locked until you have earned all three stars on every song in the group below it, so the climb is a real progression.
Stars come from how long you survive a run: reach 20 seconds for the first star, 40 for the second, and 60 for the third. Clear a track all the way to the end and its three stars turn platinum. Each song card on the map shows your stars (and the platinum glow) above its name, and the in-run progress bar marks the 20 / 40 / 60-second star points plus a platinum star at the very end so you always see the next goal.
The Easy / Normal / Hard buttons on the start card set the feel of every song - Easy starts the tiles slow and gives you six hearts; Normal is the balanced default with five; Hard is faster and tighter with four. Tile speed ramps up over the first thirty seconds of a run and then holds steady. Every run lasts the full length of the recording, with the top bar creeping from 0 to 100 percent; reach the end with hearts to spare and you clear it - a 'Song Complete!' card, a triumphant fanfare, and a choreographed fireworks finale that builds and re-fires for as long as you watch. Only a clean clear records a best score and the platinum; a failed run resets you to a tap-to-retry.
| Input | Action |
|---|---|
| Tap / click a tile | Clear that tile (with a soft key-click on the first few taps) |
| Drag the song map | Pan around the bottom-to-top city; tap a song to focus it, tap again to play |
| Q W E R, A S D F, or 1 2 3 4 | Each of these key rows hits the lowest tile in lane 1, 2, 3, or 4 |
| Tap a tile you already cleared | Harmless - costs no heart |
| ♪ Songs button | Open the song map (also quits a run in progress) |
| Easy / Normal / Hard | Set tile speed and heart count before you start |
| Mute button | Silence the notes, recordings, and fanfare |
The thing Mochi Piano gets right is the split between what you hear and what you do. The real EDM recording carries the whole song, so the part you actually perform is the falling tiles, and the trick is keeping your eyes low, near the bottom of the four lanes, where a tile only costs a heart the instant it slips off the edge. Because the tiles are not chained to the audio, you read the lane rather than the tune, and a missed tile never locks you to it, so when two stack up you grab the lower one and move on.
The Mochi Skyline is what separates this from the usual tap-the-tiles app. It is a fixed 45-degree dimetric city you drag through to pick a song, each track a floating neon island standing in a field of dark soundbar towers. The whole thing is kept deliberately calm: the towers sway only gently to the beat and lean a touch toward your cursor on a laptop rather than leaping up, so the island names stay readable. A beam and halo mark the focused song, a slim right-side scrollbar climbs the column, and the layout reads as a place you move through, not a menu you scroll.
Progression is survival, plain and demanding. Twenty seconds banks one star, forty earns two, sixty earns three, and the next batch of songs stays locked until you three-star every track in the group below. Finishing a whole recording is the real prize: those gold stars flip to a shimmering cyan platinum. The Easy, Normal, and Hard buttons reset speed and your heart budget together, six down to four, and the difficulty badge on a card is only a hint, since your button choice overrides it for whatever song you pick. Tiles accelerate across the opening thirty seconds, then hold steady.
The feedback is generous without clutter. The crisp key-click rides only your first five taps before fading out so the recording can breathe; a gold flash and a screenshake that scales with the star you just earned mark each milestone; a small firework fires every hundred tiles. Clear a track and the finale opens with one big splash, then builds into recurring multi-shell volleys that keep re-firing for as long as you sit and watch. Only a clean clear records a best score and the platinum, which keeps the stakes honest. Learn a song slow on Easy, then chase the cyan on Hard.
The song is the real recording, which plays as backing music while you tap. Your taps add a soft key-click for the first few hits and otherwise just keep the falling tiles clear in time with the beat - so you are performing the rhythm over the track, not synthesising the notes yourself.
Every run lasts the full length of the recording - the top bar fills from 0 to 100 percent across the track. Reach the end with at least one heart left and you clear it, fireworks and all. Surviving 20, 40, and 60 seconds banks your 1st, 2nd, and 3rd star along the way, and clearing the whole track turns those three stars platinum.
Songs sit in small groups of two and three up a bottom-to-top map, ordered easy to hard. A group only opens once you have earned all three stars (survived 60 seconds) on every song in the group below it, so you climb the map by getting steadily better at each batch before the next unlocks.
They set tile speed and how many hearts you start with: Easy is slow with six hearts, Normal is the balanced default with five, and Hard is fast and tight with four. Either way the speed ramps up over the first thirty seconds and then holds. Your pick is saved and reused for every song until you change it.
The badge (the Easy/Normal/Hard tag and BPM next to each song) is just a hint about how busy that track feels. The button on the start card is what actually controls the game - it overrides the feel for whatever song you pick, so you can play a 'Hard'-badged EDM track on the Easy setting.
17 neon EDM K-Pop dance tracks: Can You Hear It?, We Rise Higher, Bad Habit, So Fine, Oh My My, Look At Me Now, Zoom Zoom, Skyline Crew, We Got The Spark, Drip Drip Boom, Jump Jump Boom, Baila Boom, Drop It Low Go!, Donut Drop, Love This Life, Cool and I Know It, and Wild Tonight. They are ordered easy to hard up the song map, and you unlock the harder groups as you 3-star the earlier ones.
A heart is lost when a tile falls off the bottom untapped or when you tap an empty cell or outside the lanes. Tapping a tile you already cleared is harmless, and a thumb resting in the screen-edge grip strips is ignored, so neither of those will hurt you.
Your best score is saved per song, and your chosen difficulty too, stored privately in your own browser on that device. Note that only a clean clear is recorded - if you run out of hearts before the end, that run's score is not saved.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.