Lv 1
Level!
How to Play
👆 Tap a candy pin to pull it - the gold rains into the mochi's bowl. Pour water on the lava first, or the gold burns!
Mochi Pull·Puzzle·By Anime Mochi

HomeMochi Pull

Mochi Pull

Tap the right pin and a whole mountain of treasure rains into a hungry mochi's bowl - tap the wrong one and the grumpy lava gets there first.

About Mochi Pull

Mochi Pull is a pull-the-pin physics puzzle drawn as a cutaway of a candy mountain. The whole contraption fits one portrait screen - no scrolling, everything visible at once. Rounded pastel-rock chambers hold pockets of gold sand, blue water, orange lava and green slime, and steel pins with candy-ball heads seal the gaps between them. At the bottom sits Mo, a round pink mochi with an open bowl and enormous hopeful eyes.

Tap a pin's candy head and it slides out; whatever it was holding back falls under real granular gravity. Gold pours down through the opened shafts and piles into slopes like an hourglass; every nugget that lands in Mo's bowl is gulped with a pitch-rising chomp, and a golden fill-ring around the bowl creeps toward your quota. That is the entire game: figure out which pins to pull, and in what order, so the treasure reaches the bowl instead of the hazards.

The hazards are characters. Gurgle the lava blob burns any gold it touches, so never open a path that lets it reach the treasure first. Water is the fixer - pour it onto lava and both freeze into safe grey rock you can pour gold across. Slorp the slime dissolves gold slowly, so it can be raced or rinsed away with water. Pica the magpie swoops on gold you release and leave sitting, so keep it moving to the bowl. Later boards add padlocked pins that need a falling key, spring pins that snap back after a moment, and rotating chambers that carry their contents around.

There are 20 hand-tuned boards that cycle five pastel palettes and ramp from two-pin freebies to a nine-pin graduation exam combining every mechanic. Three hearts guard each board: a heart cracks only when a board becomes catastrophic - lava reaches the bowl, or too much gold has been destroyed to still make quota - and the board instantly rewinds for a free retry. Clear all 20 and Endless mode opens: generated mountains that start at the final board's difficulty and keep climbing, with every mechanic active from the very first endless level. There is no timer and no score, and finishing any board always lights all three stars.

How to play Mochi Pull

  1. Look at the mountain first - trace where each pocket of gold would fall if its pin came out.
  2. Tap a pin's round candy-ball head to yank it: the pin slides out and whatever it held drops instantly.
  3. Guide the gold down through the chambers so it rains into the mochi's bowl at the bottom.
  4. Watch the golden ring around the bowl fill up - that is your quota; fill it to win the board.
  5. Keep gold away from Gurgle the lava (it burns treasure) - or pour water onto the lava first to freeze it into safe rock.
  6. If a pin has a padlock, drop its key in first; if it has a spring, it snaps back, so line up your pour before you pull.
  7. Made a mess? A heart cracks and the board instantly rewinds - just try a different order.

Controls

InputAction
Tap a pinYank it out - whatever it holds drops under gravity
Tap a padlocked pinIt wobbles and holds until the key drops into its lock
Click a pinSame as tapping - the mouse mirrors touch exactly
Watch, don't rushNothing moves until your first pull, so plan freely
Space or EnterNext board / retry from the end card
Settings (gear)Sound toggle, level select, and the how-to-play demo

Tips & strategy

  • Pull the gold pins that drop straight into the bowl first - clear the easy treasure before you touch anything risky.
  • Lava burns gold on contact. If lava sits above or beside the treasure's path, deal with it before you release the gold.
  • Water freezes lava into rock. Pour the water pocket onto Gurgle first, then pour your gold across the new grey rock.
  • Every board pours far more gold than the quota needs, so losing a little to slime or the magpie is never the end of a run.
  • Slorp the slime only eats gold slowly - you can often race gold past it, or rinse it away with a splash of water.
  • Released gold left sitting in the open draws Pica the magpie. Keep the treasure moving down to the bowl and she gets nothing.
  • A spring pin snaps back after a moment, so it only opens a short window - have the gold ready to pour before you pull it.
  • Nothing on the board moves until your very first tap. Take your time reading the plumbing before you commit.

Game features

  • One-tap play: the whole game is tapping a pin, so a pre-reader can master it while adults chase the deeper ordering logic.
  • A real granular-sand physics engine: gold pours and piles like an hourglass, water spreads, lava oozes and slime creeps.
  • Hazards with real personalities: Gurgle the lava burns gold, Slorp the slime licks it away, and Pica the magpie steals it.
  • Water is the fixer - pour it onto lava and both freeze into warm grey rock you can then pour gold across.
  • Staged mechanics: lava from board 4, quenching from 6, slime from 9, keys and padlocks from 12, the magpie from 14, spring pins from 16, and rotating chambers from 18.
  • 20 hand-tuned boards cycling five pastel palettes, ramping from two-pin freebies to a nine-pin graduation exam that combines everything.
  • Endless mode past board 20: generated mountains with every mechanic on from the first one, ramping harder the further you go.
  • Three hearts and an instant-rewind soft-fail - a mistake costs one heart and two seconds, never a wedged, unwinnable board.
  • A golden fill-ring right on the mochi's bowl is your only quota meter - no score, no combo, no timer, just treasure in the bowl.
  • Synthesized sound throughout: the pin shink, granular gold-rain, a quench hiss, Gurgle's gurgle, the magpie's tweets and Mo's rising gulps.

One Tap, A Whole Mountain of Consequence

Mochi Pull is an ant-farm cutaway of a candy mountain, and the entire game is a single verb: tap a pin. Rounded pastel-rock chambers hold pockets of glittering gold sand, cool blue water, a grumpy lava blob and creeping green slime, and sealed between them are steel pins with big round candy heads poking out of the rock. Tap a head and it slides out with a satisfying shink; whatever it was holding back obeys gravity instantly. Gold rains down through the opened shafts, water pours and spreads, lava oozes after everything with murder in its eyebrows. At the bottom a round pink mochi gulps every nugget that reaches its bowl, cheeks puffing, a golden fill-ring creeping toward full. That is the whole game - read the plumbing, tap the pins in the right order, and watch a one-tap avalanche of cause-and-effect either fill the bowl or go hilariously, instantly wrong.

The verb never changes, but the question each tap asks does. Early boards are two-pin freebies where any order works and the joy is pure gold-rain. Then Gurgle the lava blob arrives and order starts to matter: pull the treasure pin while lava overhangs the shaft and the gold burns in a puff of ash right in front of you - a failure so fast and so legible that it is the tutorial. Water flips the logic again, because pouring it onto lava freezes both into safe new rock you can pour gold across. Slime adds slow creeping pressure, keys make some pins unpullable until a physical key has fallen into its padlock, spring pins snap back and turn one tap into a timed window, and rotating chambers ferry their contents around like a ferris wheel so even the moment of a tap matters.

Crucially, nothing on the board is ever at risk until you pull. No threat moves and no timer runs until your first tap, so there is never pressure to act - only consequences of acting. And the design carries one iron promise: pulling every pin, in any order, always eventually routes every surviving nugget to the bowl. Order never decides whether gold can reach the mochi, only how much of it survives the trip. So you can never wedge the board into a stuck state; the only failure is destruction, and destruction is watched by a heart-and-instant-reset system that turns every mistake into a free two-second do-over. Every board pours surplus gold, too, so small losses to slime or a thieving magpie never doom a run.

Twenty curated boards stretch tap-a-pin from a toddler's first gold-rain to genuine multi-stage ordering logic an adult has to actually think about, and each punishment is a character doing something in-character - Gurgle the lava burns, Slorp the slime licks, Pica the magpie steals, always with a face, a telegraph and a silly sound. Clear all twenty and Endless opens: generated mountains that start at the final board's difficulty and keep ramping, with every mechanic live from the first endless level and a new seeded layout every time. There is no score, no timer and no way to dead-end - finishing any board always lights all three stars, because the celebration is for the avalanche, not the speed.

Game details

Title
Mochi Pull
Genre
Puzzle
Players
1 player
Controls
Tap or click a pin's candy head to yank it out - that is the only input; Space or Enter drives the win and retry cards on desktop
Platforms
Web browser, Android, iOS (no download)
Developer
Anime Mochi
Released
2026
Last updated
July 2026
Price
Free to play

Frequently asked questions

How do I play Mochi Pull?

Tap a pin's round candy head and it slides out of the rock, releasing whatever it was holding back. Your job is to pull the pins in an order that rains the gold down through the chambers and into the hungry mochi's bowl at the bottom. Fill the golden ring around the bowl to win. That single tap is the entire control - there are no drags, holds or second gestures.

What happens if I pull the wrong pin?

Usually the treasure meets a hazard: pull a gold pin while Gurgle the lava overhangs the shaft and the gold burns to ash in front of you. When a board becomes truly lost - lava reaches the bowl, or too much gold has been destroyed to still make quota - a heart cracks and the board instantly rewinds so you can try a different order. It is a free do-over, not a game over.

Can a board ever get stuck so I can't win?

No. Pulling every pin, in any order, always eventually routes the surviving gold down to the bowl, and every board pours far more gold than the quota needs. Order only decides how much treasure survives the trip, never whether it can get there. If you do lose too much, the heart-and-rewind system hands you a fresh, full board. Doing nothing is always safe too - nothing moves until your first tap.

How does the water work?

Water is the fixer. Pour it onto Gurgle the lava and both freeze into warm grey rock, complete with a puff of steam and a hiss. That quenched rock is solid floor, so you can then pour your gold safely across it. Water is harmless to gold and to the mochi - it just glugs into the bowl - so the puzzle is spending it on the lava before your treasure has to move.

What are the padlocked and spring pins?

A padlocked pin (from board 12) can't be pulled until its matching key - a chunky gold key that falls as one piece - drops into the padlock's socket, so some taps must be earned by an earlier tap. A spring pin (from board 16) has a visible coil and snaps back shut a moment after you pull it, re-sealing the gap. It can be re-tapped any number of times, so gold behind it is only ever delayed, never trapped - you just have to line up your pour to hit the open window.

Is there a timer or a score?

Neither. Nothing on the board even moves until your first tap, and the magpie's patience is the only clock, and it only starts on gold you have already released. There is no score, no combo and no best time - the only measure is the golden ring on the mochi's bowl filling to your quota. Finishing any board always lights all three stars, because the celebration is for the avalanche, not for speed.

What happens after board 20?

Endless mode unlocks. It generates a new candy mountain for every board past 20, starting at the final curated board's difficulty - lava, water, slime, keys, spring pins, a rotor and the magpie all present at once - and ramping up from there with more pins, more chambers, bigger quotas and faster hazards. Every mechanic is live from the first endless board, and each board number seeds its own layout, so the mountains never repeat.

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About the developer

Anime Mochi
Independent browser-game studio

Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.

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