Lv 1
Level!
How to Play
👆 Hold anywhere to tip the tray toward your finger - the marble rolls that way. Steer it into the glowing cup, dodge the pits!
Mochi Roll·Puzzle·By Anime Mochi

HomeMochi Roll

Mochi Roll

Hold to lean the whole wooden tray and roll a happy mochi-marble across a maze bigger than the screen, dodging pits and threading candy walls, home into the glowing goal cup.

About Mochi Roll

Mochi Roll is a cozy tilt-to-roll marble maze. The playfield is a wooden labyrinth tray, larger than the screen, holding a round mochi-marble with a happy little face. Press and hold anywhere - or drag - and the tray leans toward your finger, more steeply the further out you hold; the marble rolls downhill with real physics, building momentum, bouncing off the rounded candy walls, and coasting to a stop when you let go and the tray levels out. The camera follows the marble smoothly, so you always see where it is even as the maze scrolls past the edges. On a computer the Arrow keys tilt the tray in their direction.

The goal is simple: roll the marble into the glowing candy goal cup. Along the way the maze introduces cute hazards one at a time. Dark pit holes send the marble back to the start and cost one of three hearts if you fall in - a soft setback, and the maze always keeps a pit-free route open so a level can never become impossible. Ice tiles are nearly frictionless and keep the marble sliding; sticky jam tiles slow it right down. Star gems must all be collected before the goal cup opens - until then it stays locked with a little star badge.

Deeper mazes stack more ideas together. Roll over a coloured button and its matching coloured gate swings aside. One-way flaps only let the marble pass in the direction of their arrow, so you cannot simply back out the way you came. Springy bumpers fling the marble away like a pinball peg - handy for crossing a room, tricky when a pit sits nearby. From the darkest levels the whole tray dims and the marble carries its own soft cone of light, so you feel your way forward one turn at a time.

There are 20 hand-built mazes that grow from a tiny open tray to a big multi-screen labyrinth, cycling through five wooden palettes. Clear all 20 and Endless mode opens: procedurally generated trays that start at the final level's difficulty and keep ramping - larger mazes, denser hazards - with every mechanic active from the very first endless maze. Each maze is carved so a solution always exists, there is no timer and no score, and finishing any maze always lights up all three stars.

How to play Mochi Roll

  1. Press and hold anywhere on the screen - the wooden tray leans toward your finger and the marble starts to roll that way.
  2. Hold further from the middle to tilt harder and roll faster; hold near the middle for a gentle nudge. Let go and the tray levels out so the marble coasts to a stop.
  3. Steer the marble down the maze lanes, bouncing off the candy walls, following the camera toward the glowing goal cup.
  4. Grab every star gem if the maze has them - the goal cup stays locked (with a little star badge) until they are all collected.
  5. Avoid the dark swirling pit holes: falling in costs a heart and drops you back at the start, so ease off near them.
  6. Use the maze's helpers - roll over a coloured button to open its gate, ride a bumper across a gap, and pass one-way flaps in the arrow's direction.
  7. Reach the open goal cup to finish the maze and unlock the next, bigger tray.

Controls

InputAction
Press and holdLean the tray toward your finger - the marble rolls that way
Hold further outTilt harder and roll faster; near the middle is a gentle lean
ReleaseLevel the tray out - the marble coasts and slows to a stop
Drag while holdingSteer the lean around as the marble rolls
Arrow keysTilt the tray up / down / left / right (desktop)
Space or EnterNext maze / retry from the end card
Settings (gear)Sound toggle, level select, and the how-to-play demo

Tips & strategy

  • Momentum is everything: a big lean gets you moving, but flatten the tray early so the marble arrives at a turn slow enough to steer, not fast enough to overshoot into a wall.
  • On ice tiles the marble keeps sliding after you level out - stop tilting well before the ice ends and let friction from the next normal tile catch it.
  • Sticky jam tiles bleed off speed, so lean a little harder to push through them, then ease off the moment you are clear.
  • Near a pit, tap tiny corrections instead of holding a full lean - it is always better to crawl past a hole than to rush and tumble in.
  • Collect the far, awkward star gems first while you have all three hearts; save the easy roll home for last, once the cup is unlocked.
  • A bumper flings the marble in a straight line away from its centre - line yourself up so the fling sends you toward the next lane, not into a hazard.
  • Remember which way a one-way flap points before you pass it; you cannot roll back through, so plan the loop that brings you around the front again.
  • In dark mazes, roll slowly and let the marble's light reveal the next junction before you commit to a direction.

Game features

  • One-verb tilt control: hold or drag anywhere and the whole wooden tray leans toward your finger - the marble rolls downhill with real momentum, friction and wall bounces.
  • A maze bigger than the screen with a camera that rides along behind the marble, so every tray unspools as you explore it.
  • A round mochi-marble with a happy face that spins as it rolls, casts a little shadow, and carries its own lantern of light in the dark levels.
  • Cute hazards that teach their own rule: swirling pit holes, glass-slick ice tiles, sticky jam tiles, star gems, coloured buttons and gates, one-way flaps, and springy bumpers.
  • 20 hand-built mazes that ramp from a tiny open tray to a big multi-screen labyrinth - pits from level 3, ice from 6, jam from 8, star gems from 10, gates from 12, flaps from 14, bumpers from 16, and dark mazes from 18.
  • Endless mode past level 20: generated trays with every mechanic on from the first one, growing larger and denser the further you roll.
  • Three hearts and a soft-fail retry card - a pit costs one heart and respawns you at the start, and every maze is carved to always keep a pit-free route open.
  • Always solvable: each maze carves a guaranteed path first and only then decorates around it, so no tray can ever become a dead end.
  • Five wooden palettes that cycle per level, drawn entirely in code - candy walls, glowing goal cups, and swirling pits.
  • Synthesized sound throughout: soft wall taps, star chimes, button clicks, bumper springs, a tumble into the pit, and a victory jingle - no downloads, no timer, no score.

A Maze You Steer by Leaning the Whole World

Most maze games move a dot. Mochi Roll moves nothing directly - instead you tip the entire wooden tray, and a round mochi-marble obeys gravity the way a real marble in a labyrinth toy does. Hold or drag toward any side of the screen and the tray leans that way, harder the further your finger sits from the middle; let go and it settles flat so the marble coasts to a stop. That single relationship - finger position becomes the down-slope - is the whole control scheme, and it is one a small child and an adult read identically: the ball rolls toward where you are pulling. There is no d-pad, no tap-to-move, no second verb to learn.

The hook is that every tray is bigger than the screen. The camera rides along just behind the marble, so a level unspools as you explore it - candy walls sliding past the edges, a glowing goal cup somewhere out in the dark you have not seen yet. Because you are leaning a physical object rather than nudging a cursor, momentum matters: a hard tilt across an open stretch builds real speed, and speed is both how you cover ground and how you overshoot a turn into a wall or, worse, a pit. Learning to feather the lean - big tips to get moving, tiny corrections to thread a gap - is the skill the whole game quietly teaches.

The maze furniture arrives as a cast of characters, each teaching its own rule without a word of text. Pit holes swirl a warning and, if you tumble in, poof the marble back to the start for the cost of one of three hearts - a soft setback, never a dead end, because the safe route is always laid out pit-free. Ice tiles are glass-slick and keep the marble sliding long after you flatten the tray; sticky jam tiles grab it and bleed off speed. Star gems must all be gathered before the goal cup will open. Coloured buttons swing coloured gates aside, one-way flaps let you pass a gap only in the arrow's direction, and springy bumpers fling the marble across a room like a pinball. From the deep levels the tray goes dark and the marble carries its own little lantern of light.

Nothing here is timed and nothing is scored. Clearing a maze always lights all three stars; the only reward is the next, larger tray unlocking. Because the mazes are generated by carving a guaranteed path first and only then decorating around it, even the endless trays past level twenty are always solvable - every mechanic switched on from the very first endless maze, the size and hazard density climbing the further you roll. It is a calm, tactile puzzle about one honest idea: lean the world, and let the marble find its way home.

Game details

Title
Mochi Roll
Genre
Puzzle
Players
1 player
Controls
Hold or drag anywhere to lean the wooden tray toward your finger - the marble rolls that way; release to level it out. On desktop the Arrow keys tilt instead.
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 move the marble?

You never move it directly - you tilt the tray. Press and hold anywhere (or drag) and the whole wooden board leans toward your finger, so the marble rolls that way under gravity. The further from the centre you hold, the steeper the tilt and the faster it rolls. Let go and the tray levels out, so the marble coasts and slowly stops. On a computer the Arrow keys tilt the tray instead.

Why won't the goal cup let me in?

If the maze has star gems, the goal cup stays locked - shown with a little star badge - until you have collected every gem. Once the last star is gathered the cup opens with a swirl and a chime, and rolling into it wins the maze. Mazes without any gems have their cup open from the start.

What happens if I fall in a pit?

The marble poofs back to the start of the maze and you lose one of your three hearts. It is a soft setback, not a game over - and because every maze is carved to keep a pit-free route open, you can always reach the goal without touching one. Lose all three hearts and a Retry card resets the maze exactly as it was.

What do the ice and jam tiles do?

Ice tiles are nearly frictionless: the marble keeps sliding across them long after you level the tray, so stop tilting early. Sticky jam tiles are the opposite - they grab the marble and bleed off its speed, so you lean a little harder to push through. Both are drawn distinctly, pale-blue glassy ice and pink jam, so you can plan around them.

How do the gates, flaps and bumpers work?

Roll over a coloured button and its matching coloured gate swings open. One-way flaps have an arrow and only let the marble pass in that direction, so you cannot roll straight back. Springy bumpers fling the marble away from their centre like a pinball peg - useful for crossing a gap, but line up the fling so it does not send you into a hazard.

Is there a way to lose for good?

No. The maze is always solvable and the marble always respawns, so nothing ever becomes unwinnable. Running out of hearts only shows a Retry card that resets the current maze; there is no timer and no score to fail. The worst that happens is you try the same tray again.

What happens after level 20?

Endless mode unlocks. It generates a fresh tray for every level past 20, starting at the final curated maze's difficulty - all mechanics on, dark included - and ramping up from there with bigger mazes and denser hazards. Each maze is carved to guarantee a solution, and each level number seeds its own layout, so no two endless trays are the same.

If you like Mochi Roll

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.

About us · Contact

More free games