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Stab dango pins one at a time into a spinning, grinning mochi wheel - fill it up without two pins ever touching, and the whole wheel bursts apart in celebration.
Mochi Pin is a knife-hit-style timing game with a soft, sweet twist. A big round mochi - drawn with a glossy face whose cheeks rotate so you can read exactly how fast it is turning - spins near the top of the screen. Underneath waits your supply of dango pins, each a little wooden skewer with a colourful candy ball on the tail. Every tap fires the next pin straight up; it embeds wherever the rim happens to be passing the bottom at that instant. The pins you have already planted keep riding around with the wheel, so a fresh throw that lands too close to one bonks off and ends the run. Clear a level by planting every pin in the queue with no collisions.
Two pins are allowed to sit no closer than a fixed slice of the rim apart, so the wheel slowly fills with a fan of evenly spaced candy balls - and as it fills, the open gaps you are aiming for get narrower and narrower. The last pin or two of a busy level is always the tense part. Each successful stick also nudges the chime up a step in pitch, so you can literally hear the wheel filling toward a clear, and the wheel gives a little squash on every landing.
The challenge comes from how the wheel moves and what is already wedged into it. Difficulty is dialled with three things: how many pins you must plant, how many grey stone obstacle pins are pre-stuck in the rim before you start, and the wheel's spin profile - a seeded sequence of speed changes that can include sudden direction flips and a sinusoidal back-and-forth speed wobble. Every level is seeded, so it plays out identically each time you retry and you can learn its exact rhythm.
There are 20 hand-tuned levels grouped into five themed worlds of four levels each. Berry eases you in with a slow, steady spin and no tricks; Citrus wedges the first grey obstacle pins into the rim; Mint introduces sudden direction flips; Ocean adds the speed wobble and picks up the pace; and Galaxy throws everything at you fast against a starfield. Finish all 20 and an Endless mode opens up that keeps generating fresh wheels forever - every mechanic on from its very first wheel and the speed, pin count, and obstacle count steadily climbing. Because the game caps how crowded a rim can get, every level (curated or generated) is always solvable; if you keep bonking, you are throwing too early, not facing an impossible board. It plays instantly in any modern browser on phone, tablet, or desktop, with no download and no sign-up.
| Input | Action |
|---|---|
| Tap / Left-click | Fling the next pin into the wheel (and skip the win or bonk animation to the card) |
| Spacebar | Fling the next pin; on the win or fail card, jump to the next level or retry |
| Back button | Return to the Anime Mochi home screen |
| Settings button | Open level select or toggle the music and sound on and off |
What carries Mochi Pin is how little you actually command. You do not aim and you do not steer; every pin embeds wherever the rim is passing the very bottom the instant you tap, so the only verb in the game is when. That narrowness pulls your eyes onto the spin the way you watch a skipping rope before jumping in. The wheel is built to be read, too: its glossy mochi face rotates with the body, so the two dark eyes, the half-moon smile and the rim sprinkles all double as a tachometer. You stop counting speed and start feeling it sweep past the launcher.
The feedback is what makes each clean stick land. A pin thuds home, the mochi gives a quick sideways squash, eight candy sparks scatter, and the stick chime climbs a step in pitch with every pin planted, so a full board is a little rising tune you play one tap at a time. That climbing pitch genuinely informs you, telling your ear how packed the rim is without a counter on screen. A misjudged throw answers with a sour sawtooth groan, a hard screen shake and a white flash as the rejected pin tumbles off, and the gulf between those two sounds is the whole lesson.
The depth hides in the spin profile. Each board precomputes a long seeded sequence of speed segments, so Berry drifts slow and one-directional, while later worlds wedge grey stone pins into the rim, snap the rotation backward mid-turn, and layer a sine wobble where the wheel eases then surges. Because the seed is fixed, a retry replays the exact same motion, turning every bonk into free rehearsal rather than a fresh gamble. There is even a quiet pointing hand that appears once you stall or bonk a few times; it only brightens in moments when a throw right now would land clear, projecting the wheel ahead by the pin's flight time.
It rewards a player who wants a tight, fair test over a sprawling one. Twenty hand-tuned levels across five worlds is an arc you finish in a sitting, and the climb comes from what is wedged in the rim, not from meaner timing windows. The honest squeeze is the back half of a crowded board: since you steer time and not placement, your early taps quietly decide whether the last pin has an open arc to fall into, so feeding them in spread out beats clustering them on one side. Clear all twenty and Endless flips every trick on at once, ramping speed and crowd without end.
A new pin sticks at whatever point on the rim is passing the very bottom of the wheel the instant you tap. If that landing spot is within a small fixed slice of the rim (about 0.2 radians) of any pin already in the wheel, the new pin can't fit, so it bounces away and the level ends. A bonk almost always means you tapped a fraction too early or too late - the candy ball you threw arrived right as another pin swept past the bottom.
You never remove them. The grey, stone-balled pins are obstacle pins that are pre-wedged into the rim before the level starts, and they're locked in for good - they ride around with the wheel and block collisions exactly like your own pins do. So they're not targets and they're not mistakes; treat them as fixed furniture. Read where they sit, then plan your throws to drop into the open arcs between them. They first show up in the Citrus world, and a level can have up to six.
Berry spins slowly and steadily one direction so you can learn the timing. Citrus keeps the steady spin but wedges in obstacle pins. Mint adds sudden direction flips mid-spin (each segment has up to a ~45% chance to reverse). Ocean layers on a sinusoidal speed wobble - the wheel eases and surges - and runs a bit faster. Galaxy stacks flips, wobble, and the fastest speeds together. The pin count also climbs, from five in the very first level up to twelve by the final Galaxy boards.
Endless unlocks the moment you clear all 20 curated levels. From its very first wheel it has every mechanic on at once - obstacle pins, direction flips, and the speed wobble - instead of introducing them one world at a time, and it starts at roughly the difficulty of the last Galaxy level. The further you go, the faster the wheel spins and the more pins and obstacles it packs on (pins climb toward fourteen, obstacles toward six). The clear card counts "Wheel 21," "Wheel 22," and so on rather than level numbers, and it never runs out of boards.
It's not impossible. Before a level loads, the game checks the rim's angular capacity and caps the total pins-plus-obstacles so that, given the minimum spacing, there is always enough open rim for every pin to land - that's true for the curated levels and for Endless. So a stubborn level is a timing problem, not an unfair one. Each level is also seeded, meaning Retry replays the exact same spin every time; use a failed run to memorize when the wide gaps come around the bottom, then throw into those moments.
No - there's no points, combo, or speed scoring. A level is simply pass (every pin stuck) or fail (one bonk), and every clear awards the full three stars. The only numbers you'll see are the tallies on the cards, like "All 9 pins stuck!" on a win or "6 of 9 pins stuck" after a bonk, and they're just feedback, not a score to beat.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.