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Bop squishy mochi the instant they poke up from a 3x3 board of pastel wells, chain four-in-a-row to climb the multiplier, fill the Fever meter for double points, and leave the snoozing 'z' faces napping.
Mochi Pop is whack-a-mole rebuilt as a real 3D scene in raw WebGL. Nine cylindrical wells are cut into a chunky pastel slab, and round mochi faces rise out of them, hold for a beat, then duck back down. You play it the way you play any whack-a-mole - tap or click a mochi while it is up - but the depth is the whole charm: the wells are genuinely lit with a directional light, every mochi casts a soft contact shadow on the board, the camera sways gently and kicks in closer with each pop, and a different sky-and-table backdrop frames each of the six worlds.
Score comes from the chain, not from raw taps. Every clean bop keeps a 1.15-second combo window open, and the multiplier steps up by one for every four mochi you string together - x2 at a four-chain, x3 at eight, and onward with no ceiling. Pops also feed a Fever meter, and shiny mochi feed it faster; when the meter tops out the whole board erupts into Fever for six seconds, doubling every point and instantly clearing any bombs that were up. Let a tappable mochi duck away untapped, though, and the chain resets - so reading which of the nine holes to watch matters more than hammering them.
Twelve mochi share the board and not all of them want to be hit. The friendly ones are common (1 point), golden (5 points, fast, 8 coins), pure coin mochi (16 coins, no points), ice that cracks open in two taps and stretches an Adventure clock by two seconds, three-tap giants worth 7 points, speedy mochi that hop to a fresh hole mid-pop, rainbow mochi that hold your combo instead of advancing it, gift mochi that drop a power-up, and hearts that refill a lost life pip. The traps: sleepy mochi marked with a 'z' that simply want to nap, grumpy grey decoys that dock a point if you swat them, and bombs that knock off five points, snap your combo, and cost a life pip in Endless.
Three modes hang off one cute hub. Adventure is a 36-stage map across six worlds - Sakura, Pond, Meadow, Honey, Galaxy and Sunset - and each stage is a single timed round of 30 to 40 seconds; outlast the clock and it clears for all three stars, with the next world opening once you bank twelve stars in the one before it. Endless gives you three life pips and steadily ramps the spawn rate and mochi mix the longer you survive, saving your best score. Zen is the calm one: no timer, no fail, no bombs, slow gentle pops, and it is scored on your best combo rather than points.
Around the modes sits a coin economy. Every run banks coins (a slice of your score plus the coins mochi drop), and the four-tab Shop spends them on alternate mochi skins, premium board themes, equippable abilities you can run up to three at once, and repeatable upgrades that compound forever. A daily set of three missions pays out a 100-coin bonus and builds a seven-day streak, and a Mochi Book quietly fills in a portrait of each mochi type the first time you meet it.
| Input | Action |
|---|---|
| Tap or left-click a mochi | Bop it back down into its hole and score |
| Tap an ice mochi twice | Crack and pop it; in Adventure it also adds 2 seconds to the clock |
| Tap a giant mochi three times | Chip it down, then pop it for 7 points |
| Pop a gift mochi | Drop a random power-up (Rush, Slow, x2, Freeze, Coins, or +3s) |
| Hub mode buttons | Open the Adventure map, or start Endless or Zen |
| Shop / Daily / Mochi Book buttons | Browse the shop, today's three missions, and your collection |
| Back button / settings gear | Return to the hub from a run, or mute the music |
What lingers in Mochi Pop is how physical a one-finger game can feel. The nine holes are not painted circles; they are real cylindrical wells cut into a chunky pastel slab, lit by a directional light so each rim catches a highlight and every mochi drops a soft contact shadow on the board beside it. The camera never settles, swaying on idle then nudging fractionally closer on each pop, and the push-in scales with your combo, so a long chain literally tugs the whole table toward you. Even the menu board is live: idle mochi keep surfacing behind the hub, and you can tap them while you decide.
The feel lives in the micro-frictions tuned around each tap. A clean bop triggers a hit-stop that grows the deeper your run goes, capping out around a seven-pop chain, so hits gain weight the longer you hold it together, and the controller buzz steps up once you pass a four-chain. Because the multiplier only climbs every fourth pop, a three-chain banks no more than a two-chain, which quietly pressures you to commit to that fourth bop across all nine holes rather than settle. The chain runs on a 1.15-second window, so reading the grid beats hammering it.
Underneath the simple loop sits a surprisingly tactical roster. Twelve mochi behave differently enough that the board never plays the same twice, and a few invert the obvious instinct: grumpy grey decoys are safe to swat but cost a point and never break your chain, while sleepy z-faced ones never count as a miss if you simply let them duck. Coin mochi pay sixteen coins and zero points; golden pay five points plus eight coins; ice and giants want two and three taps before they crack. Rainbow mochi feed the Fever meter hardest, and tipping that meter erupts the board into six doubled seconds while wiping any live bombs.
Three modes hang off the same cute hub and pull in different directions. Adventure is thirty-six timed rooms across Sakura, Pond, Meadow, Honey, Galaxy and Sunset, each cleared simply by outlasting a thirty-to-forty-second clock for all three stars, with a world opening once you bank twelve. Endless ramps the spawn rate and mochi mix the longer you cling to three pips, banking a best score. Zen strips out timer, fail state and bombs entirely and grades you on best combo instead, making it the quiet place to drill long chains before the coin shop, daily trio and Mochi Book pull you back.
Because mochi can surface in any of the nine wells, the skill is keeping one chain alive across the whole 3x3 board: each clean bop reopens a 1.15-second window and the multiplier climbs one step every four pops (x2 at four, x3 at eight, no cap). Every pop also feeds the Fever meter - golden and rainbow mochi feed it hardest - and when it fills, the board erupts into Fever for six seconds of doubled points with all live bombs wiped. Let any tappable mochi duck away untapped, anywhere on the grid, and the chain resets, so it pays to scan all nine holes rather than fixate on one.
Fever is the meter, not the timer - every pop adds to it and shiny mochi (golden, rainbow) add a lot, while bombs and decoys drain it. When it tops out the whole board flips into Fever for six seconds: points double and any bombs currently up are cleared instantly. Buying levels of the Fever Time upgrade adds extra seconds to each eruption.
Three of them. Sleepy mochi (the 'z' face) just want to nap and never count as a miss if you leave them. Grumpy grey decoys dock a point if you swat one, though they will not break your combo. Bombs are the real danger - minus five points, a snapped chain, and a lost life pip in Endless. Golden, coin, ice, giant, rainbow, gift and heart mochi are all safe to bop.
Each Adventure stage is a single timed round of 30 to 40 seconds - just survive until the clock hits zero and it clears for all three stars. A stage unlocks once the one before it has a star, and the next of the six worlds (Sakura, Pond, Meadow, Honey, Galaxy, Sunset) opens when you have banked twelve stars in your current world.
Endless is the high-score chase: three life pips, a spawn rate and mochi mix that ramp the longer you last, bombs in the mix, and a pip lost for each missed mochi or tapped bomb. Zen is the wind-down: no timer, no fail state and no bombs, with slow gentle pops - it is scored on your best combo instead of points, so it is the place to practise long chains in peace.
Four tabs. Skins recolour the mochi (Berry and Matcha 120 coins, Panda and Ghost 220, Galaxy 300, plus the free Classic set). Themes reskin the board and sky. Abilities are buy-once loadout perks - Combo Shield (your first miss is forgiven), Coin Magnet (+25% coins a run), Slow Charm (golden pops slow time) and Head Start (begin at x2) - and you can switch up to three on per run. Upgrades (Coin Mint, Sugar Rush, Big Pop, Fever Time) are repeatable and cost a bit more each level.
Gift mochi start appearing in the fourth Adventure world, Honey, and run throughout Endless. Popping one drops one of six power-ups at random: Rush auto-bops the safe mochi, Slow eases time, x2 doubles points, Freeze holds mochi up so you can pick them off, the coin magnet rains coins, and +3s adds time to an Adventure clock.
Yes - all of it lives in one save file in your own browser. Your coin balance, every bought skin and theme, your equipped abilities, each upgrade's level, your stage stars, daily streak and Mochi Book all persist, so the things you grind for stick around. It is tied to that device and browser, with no account and nothing uploaded; clearing your site data or playing on a different browser starts a fresh save.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.