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Tap anywhere and a puff of air blows a fluffy seed-mochi away from your finger - steer it up a sky several screens tall, gather every petal, and float home to the nest.
Mochi Puff is a gentle one-tap physics game. You play the wind, not the flyer: a fluffy dandelion-seed mochi drifts in a tall sky column, sinking slowly all by itself, and your only move is to tap. Every tap bursts a round puff of air at that exact spot which shoves the seed directly away from it - strongest at the centre of the puff, fading to nothing at its edge. Tap below the seed to lift it, tap to its right to push it left, and tap slightly off-centre to bend its path into a curve.
Each level is a sky several screens tall with the camera riding along beside the seed. Petals are scattered all the way up the column; collect every one and the sleeping nest at the very top wakes up, opens wide and glows. Float into the awake nest and the level is done. Bump the nest before the petals are in and it just gives you a soft nudge back - it never traps you and never explains itself with words.
The sky's cast arrives one personality at a time across the 20 hand-tuned levels: bristly grumpy burrs that cost a heart and knock you spinning (level 4), wind bands that stream sideways across the whole column (level 7), warm updrafts that lift the seed for free (level 9), sleepy bees that wake and drift toward you when you come near (level 11), sticky spider webs that turn the air to syrup so puffs barely bite (level 14), and finally dusk (level 17), where the sky dims and the petals glow like little lanterns. Level 20 turns all of it loose at once.
It is a soft game by design. Three hearts, a knock instead of a death, a grass floor that bounces you back up instead of ending the run, and no timer or score anywhere. Clear all 20 and Endless mode opens: generated skies that start at the final level's intensity and keep climbing - taller columns, more burrs, more wind - with every mechanic active from the very first endless sky and the layout seeded by the level number so each one is new. Finishing any level always lights up all three stars.
| Input | Action |
|---|---|
| Tap anywhere | Burst a puff of air - the seed is blown away from the tap point |
| Tap below the seed | Lift it upward |
| Tap beside the seed | Push it the opposite way (tap right to go left) |
| Hold and drag | Keep puffing continuously as your finger moves |
| Arrow keys / WASD | Puff from the opposite side on desktop, so the seed moves that way |
| Space or Enter | Next level / retry from the end card |
| Settings (gear) | Sound toggle, level select, and the how-to-play demo |
Almost every game about moving something puts your finger on the thing itself: you drag the paddle, you hold the ship, you steer the car. Mochi Puff takes that away. The fluffy dandelion seed at the heart of the game is never under your control directly - it just floats, and sinks, and gets carried. What you control is the air around it. Tap anywhere on the sky and a round puff bursts open at that spot, shoving the seed away from your finger, hardest right at the centre and fading to nothing at the edge. To go up, you tap underneath. To go left, you tap to the right. The whole game is one gesture that always does the same simple thing, and yet it takes a minute of play before your hand really believes it.
That inversion is what makes the flying feel good. Because a puff pushes along the line from your finger to the seed, an off-centre tap does something a joystick can't: it curves. Tap a little below and to the right and the seed rises and drifts left at once, arcing around an obstacle in a single motion. Skilled play stops looking like a series of corrections and starts looking like drawing - you place puffs slightly ahead of where you want the arc to bend, and the seed rides them. Miss, and there's no punishment beyond time; the seed simply sinks a little, and one more tap picks it back up.
The sky is several screens tall and the camera rides with the seed, so a level always feels like a place you are climbing rather than a board you are looking at. The cast that lives up there arrives one at a time and each one teaches its own counter without a word. Grumpy burrs bristle and cost a heart, so you learn to give them a wide arc. Wind bands stream across the whole column and carry you sideways whether you like it or not - the counter is to enter them high and let them do the work. Warm updrafts are pure gift: park the seed in one and it climbs for free while you rest your finger. Sleepy bees perk up and drift toward you when you get close, which turns them into moving problems rather than fixed ones. Sticky webs turn the air to syrup so your puffs barely register, and dusk dims the sky until the petals themselves are the only landmarks.
Every level asks for the same two things: gather all the petals scattered up the column, which wakes the nest at the very top, then float into it. Nothing is scored and nothing is timed. The grass at the bottom is a trampoline rather than a pit, so you can never fall out of a level and no level can become unwinnable - the worst a mistake costs is a heart, and losing all three simply offers the identical sky again. Clear all twenty and the endless skies open: taller columns, denser burrs, every mechanic live from the very first one, seeded by the level number so no two skies ever blow the same way.
You never touch the seed itself. Tap anywhere on the sky and a puff of air bursts there, blowing the seed directly away from your finger. So tapping below the seed lifts it, tapping to the right pushes it left, and tapping just off-centre curves it. You can also hold and drag to keep puffing as your finger moves.
That's gravity - the seed is a floaty dandelion puff, so it drifts downward gently the whole time. It's meant to be a constant nudge to keep tapping. A steady rhythm of small puffs underneath will hold it at any height you like.
The nest at the top of the column sleeps until you have collected every petal in the sky, which is why it bumps you back with a little shake. Check the petal counter at the top of the screen - once it's full, the nest wakes up, opens and glows, and you can float straight in.
You lose one of your three hearts and get knocked away from it, with a moment of flashing where nothing can hurt you again. It never ends the run on its own. Lose all three hearts and you get a retry card that rebuilds exactly the same sky, so you can learn it.
No. The grass at the bottom of the column is springy - the seed bounces off it and floats back up. There is no pit, no timer and no score, so a level can never become unwinnable; the only limit is your three hearts.
The warm glowing columns are updrafts: park in one and the seed rises for free, no tapping needed. The horizontal streaks are wind bands that carry the seed sideways across the whole column. Both are tools once you learn them - the updraft saves you effort and the wind band saves you a long trip across the sky.
Yes - Endless mode. It generates a fresh sky for every level past 20, starting at the final curated level's intensity (tall columns, dense burrs, wind, webs, dusk) and ramping up from there. Every mechanic is active from the very first endless sky, and each level number seeds its own layout so the skies keep changing.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.