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Steer a round little mochi around a tiled room and shove every soft crate onto its glowing pad - but you can only push, never pull, so one rushed step can wedge a crate in a corner forever.
Mochi Push is a box-pushing puzzle in the Sokoban tradition. Each level is a small walled room scattered with crates and glowing target pads, and the goal is to seat every crate on a pad. The one rule that makes it a brain-teaser: your mochi can only push, never pull, and only one crate at a time - and only when the tile directly beyond the crate is empty. The instant the last crate clicks onto its pad the room is cleared, with a burst of confetti over every pad and three stars on the win card.
The twenty hand-built levels are grouped into five themed worlds of four levels each, and the order is also a tutorial. Sakura Meadow teaches plain walking and pushing; Sunny Beach piles on more crates and tighter corners; then the special tiles arrive. Mint Forest adds ice that sends a crate (or the mochi) skating in a straight line until a wall or another crate stops it. Ocean Deep introduces holes - push a crate into one and the crate is gone for good while the hole fills in to become solid floor - alongside one-way arrow tiles you can only enter from the matching direction. Starry Night combines everything with paired teleport pads that whisk the mochi to its twin, plus a key that opens a closed door.
Because you can push but not pull, a crate shoved off a pad into a wall corner is stuck for good. Mochi Push watches for exactly that: if an off-pad crate ends up boxed against walls or a closed door on two sides at once, a "Try Again" card pops up reading "A crate is stuck!" There is no timer and no move limit, though - the puzzle never punishes thinking time, and an unlimited Undo (it remembers up to 600 moves back) plus a one-tap Restart mean a tangle is never the end of the run.
Clear all twenty levels and an Endless run opens up past the curated set. Endless boards are generated by reverse construction - the maker places crates on their pads first, then drags everything backwards along legal pulls, so a forward solution is guaranteed to exist on every board. Endless keeps walls, several crates, and sliding ice in the mix, and its difficulty ramps: the first endless room lands around the toughness of curated level 20 and climbs from there toward a larger grid with more crates as your level number rises. It runs entirely in your browser with synthesized sound effects and no download.
| Input | Action |
|---|---|
| Swipe / flick | Move and push one tile in that direction |
| Drag and hold | Keep stepping tile-by-tile as your finger crosses each tile width |
| Tap a square | Take a single step toward where you tapped |
| Arrow keys / WASD | Walk and push up, down, left, or right |
| Z or Undo button | Take back your last move |
| R or Restart button | Reset the whole room to the start |
| Enter / Space | Tap Next on the clear card, or Retry on the stuck card |
What sells Mochi Push is how little it raises its voice. The crates are not boxes but glossy pastel blobs, each dabbed with four small hearts and a sweep of gloss, and your mochi is a pink dumpling whose two dot eyes drift toward whichever way it walks and whose cheeks stay blushed. A shove resolves in about a tenth of a second with a quick squash and a low triangle-wave thunk; when a crate finally seats on a pad it picks up a white outline, a four-spoke sparkle, and a rising chime. The room never throws confetti at you mid-puzzle. It just warms a degree, which fits a board you are meant to sit inside and study.
The cleverest touch is one the game keeps quiet about until you need it. Stall on a board for five seconds, or shove a crate uselessly into a wall six times running, and a cartoon hand fades in and bobs over one off-pad crate, pointing at a single safe direction to push it. It only ever suggests a plain shove onto open floor or an empty pad, and it specifically refuses any push that would wedge the crate into a dead corner. It will not solve the level, and one tap or keypress dismisses it. That is a lifeline tuned for a stuck small child, not a walkthrough.
Control is unusually forgiving for a grid puzzle. You can flick a quick swipe to step once, hold and drag so the mochi keeps walking tile by tile as your finger crosses each tile width, or simply tap a far square and it takes one step toward it; arrows or WASD do the same. Z rewinds and R resets, and there is no timer and no move count anywhere on screen, just a single level pill. Undo holds up to six hundred steps, so the honest move is to try a push, watch a crate skid down a sheet of ice to wherever it stops, then quietly step it back.
The push-only rule means a crate cornered off its pad is gone for good, and the game watches for exactly that, popping a gentle Try Again card the instant one wedges. Across five themed worlds it layers ice slides, swallowing holes that fill into walkable floor, one-way arrows, paired teleporters, and a key and door, each world drifting with its own petals, rotating sun, rising bubbles, or twinkle. Clear all twenty hand-built rooms and an Endless run opens, built backwards from solved boards so every one is guaranteed solvable, starting near that final curated bite and growing into larger, busier grids.
That is the heart of Sokoban-style play. The mochi can only shove a crate one tile forward when the space beyond is empty, and never two crates at once. Pulling is impossible, so the puzzle is really about the order you push things and not backing a crate into a spot it can never leave.
If an off-pad crate ends up blocked against walls or a closed door on two sides, it can never move again, and Mochi Push shows a "A crate is stuck!" card. From there you can Retry, or while still playing press Undo (Z) to rewind move by move or Restart (R) to reset the whole room.
Ice makes a crate or the mochi slide in a straight line until something blocks it. A crate pushed into a hole is consumed and the hole becomes floor. Arrows can only be entered from the way they point. Stepping on a teleport pad sends you to its partner pad. Grabbing the key opens the closed door so crates can pass through.
There are twenty hand-made levels - five worlds of four each. After you finish them, an Endless mode unlocks that generates an unbounded stream of fresh rooms, built to always be solvable, with difficulty that starts near level twenty and climbs as you go.
No. Endless skips past the gentle opening difficulty: the first endless room is already about as hard as curated level twenty, and each one ramps up toward a bigger grid with more crates. Endless rooms feature walls, multiple crates, and sliding ice; the holes, arrows, teleports, and key-and-door are reserved for the hand-built worlds.
Not at all. There is no timer and no move limit, and clearing any level always awards the full three stars. Stars are not scored on speed or efficiency, so you are free to plan, undo, and experiment as much as you like.
Yes. The levels you have unlocked and the stars you have earned are stored privately in your own browser on that device, and the game reopens right at your highest unlocked level. Clearing your browser data for the site would reset that progress.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.