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Little trolleys roll down a branching candy railway carrying coloured sweets - tap a junction to flip its lever and steer each one into the station house that matches.
Mochi Rails is a one-tap routing puzzle. A candy hillside is laced with a branching railway: a single feed track at the top splits again and again down a lattice of junctions, and at the bottom sits a row of station houses, each one a different candy colour with a little face. Trolleys roll out of the top all by themselves, each carrying one coloured candy, and they never stop or slow down.
Your only move is to tap a junction. Its lever swings from left to right (or back), and the track it points at lights up while the other dims. Read the colour of the trolley that is coming, look at the path the levers currently spell out, and flip whichever junction sends it home. Because the trolley is always rolling, the junction right underneath it is usually already settled - the flip that actually matters is one or two rows further down, on track it hasn't reached yet. The preview above the feed track shows the next few colours, so you can lay a route before a trolley is even released.
Across the 20 hand-tuned levels the hill grows from a three-row lattice with two candy colours to a seven-row lattice with five, and a new personality joins on a fixed schedule: rusty junctions that need a knock before they will move (level 6), spring-loaded bumpers that flip themselves back after every trolley (level 9), frozen levers that set solid for a couple of seconds once a trolley has passed (level 12), express trolleys that roll fast (level 15) and twin releases that put two trolleys on the hill at the same time (level 18). Level 20 runs all of it at once.
It stays a gentle game. Deliver the level's quota of trolleys to the correct houses to clear it; a trolley into a wrong station makes that house pull a startled face and costs one of your three hearts, and losing all three simply offers the same hill again. Trolleys keep coming forever, so a level can never become unwinnable, and there is no timer or score anywhere. Clear all 20 and Endless mode opens: generated hills that start at the final level's intensity and keep ramping, every mechanic live from the first endless hill, seeded by the level number so no two are laid out the same. Finishing any level always lights up all three stars.
| Input | Action |
|---|---|
| Tap a junction | Flip its lever from one track to the other |
| Tap a rusty junction | First tap knocks the rust off, the second flips the lever |
| Frozen junction | Cannot be flipped for a moment after a trolley passes over it - wait for the frost to clear |
| Bumper junction | Flips itself back automatically every time a trolley rolls over it |
| Space or Enter | Next level / retry from the end card |
| Settings (gear) | Sound toggle, level select, and the how-to-play demo |
Mochi Rails looks, for about ten seconds, like the simplest game on the site. A trolley rolls down a hill. Junctions point left or right. Tap one and it flips. Send the pink candy to the pink house. That is genuinely all of it - and then the trolley starts moving faster than your first instinct, and the game quietly reveals what it is really about. The junction directly under the trolley is already decided; by the time you're looking at it, it's too late to think. The flip that matters is two rows further down, on a track the trolley hasn't chosen yet. Rails is a game about working ahead of a thing that will not wait for you.
That is why the whole lattice is on screen at once and why the levers are drawn so boldly. You are not meant to hunt for information - you are meant to read the current shape of the hill in one glance, like a sentence, and see where it currently spells out. Then you change one word. The next-up preview above the feed track exists for exactly this reason: it tells you the colour of the trolley after this one, so a calm player is always laying the route for a trolley that hasn't been released yet. Play like that and the game feels serene. Play reactively and it feels like chasing a bus.
The cast complicates that reading one idea at a time, and each one is a different kind of pressure. A rusty junction costs you a tap - a knock to shake the rust loose before the lever will move - so it taxes your time, which is exactly the resource you're short of. A spring-loaded bumper flips itself back after every trolley rolls over it, so it punishes the assumption that the hill you set up is the hill you'll get. A frozen junction sets solid for a couple of seconds after a trolley passes, which means the wrong moment to flip it is right after the last one went through. Express trolleys simply roll fast, collapsing your planning window. Twin releases put two trolleys of different colours on the hill at once, which is where routing becomes real scheduling: any lever you flip for one is a lever you flipped for the other too.
Nothing is timed and nothing is scored. Deliver the level's quota of trolleys to the right houses and the hill is cleared. A trolley into the wrong station just makes that little house pull a startled face and costs one of three hearts - and because trolleys keep rolling out forever, a level can never become impossible; a bad run only means going again on the exact same hill, which you now know better. Clear all twenty and the endless hills open: bigger lattices, all five candy colours, every mechanic live from the first one, and a fresh layout seeded by the level number each time.
You don't steer the trolley itself - you change the track it will meet. Tap any junction and its lever swings to the other side; the track it points at lights up. The trolley simply follows whatever the levers say when it gets there.
Almost always because you tapped the junction the trolley was already rolling into - by then it has committed. Flip the junctions one or two rows below the trolley instead. That's the core skill of the game: work ahead of it, not underneath it.
That's the preview of the next trolleys and their candy colours. It lets you lay out a route before a trolley is even released, which is how the game feels calm instead of frantic.
Two possibilities. A rusty junction (brown with flaking marks) needs a knock first - your first tap frees it and the second flips it. A frozen junction (icy blue) sets solid for a couple of seconds right after a trolley passes over it; wait for the frost to fade.
Those are bumpers. They are spring-loaded, so every time a trolley rolls over one it flips itself back to the other side. Plan around it: after a trolley passes, that junction is pointing the opposite way for the next one.
The house pulls a startled face and you lose one of your three hearts. That's it - the run keeps going and more trolleys keep coming. Lose all three hearts and you get a retry card that rebuilds the same hill exactly, so you can learn its layout.
Yes - Endless mode. It generates a fresh hill for every level past 20, starting at the final curated level's intensity (a big lattice, all five colours, rust, bumpers, frost, express trolleys and twin releases) and ramping up from there. Every mechanic is live from the very first endless hill.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.