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Snip the candy ropes at the perfect moment so a dangling strawberry mochi swings, drops, or balloons up into a hungry green mochi's open mouth.
Mochi Rope is a Cut-the-Rope-style physics puzzle starring a round strawberry mochi that hangs from one, two, or three swaying candy ropes. Below (or sometimes above) sits a chubby green mochi with its mouth open wide, gently wobbling and opening wider the closer your treat gets. Your only job is to free the strawberry mochi at the right instant so momentum carries it into that mouth. Because every rope is simulated with verlet physics - fine segments that sag, sway, and only pull when taut - the same level plays differently depending on which rope you cut and exactly when. Slice the wrong one or mistime an arc and the mochi sails past the mouth or off the edge of the board.
The 20 hand-built levels are grouped into five themed worlds of four levels each, and each world introduces a fresh toy. Candy Garden teaches the basics: a straight drop, a two-rope V cradle, a swing across to a side mouth, and a three-rope cradle. Bubbly Sky adds floaty bubbles - the mochi that touches one is lifted upward by buoyancy, and tapping the bubble pops it so the treat drops back down. Spiky Cave fills the screen with grumpy purple spike-balls that end the run on contact, plus round pegs the mochi bounces off. Windy Mill blows the falling mochi sideways through shaded gust zones, and Starry Space turns gravity down low and combines every mechanic, ending in a finale where a three-rope cradle feeds a bubble that must rise through a field of four spikes.
Clearing a level always rewards the full three stars and a happy little chomp, and three golden stars also line the mochi's path on every board for you to scoop up on the way down. Your cleared levels and unlocks are saved in your browser, and the game drops you straight back into your highest unlocked level next time. Finish all five worlds and an Endless mode opens from the level menu: it generates fresh boards that already start near the hardest curated difficulty and keep ramping - more spikes and stronger gravity as your Endless number climbs - with bubble-pop and rope-drop layouts mixed in. A wordless demo hand quietly shows the next move whenever you pause, so even very young players can learn by watching.
| Input | Action |
|---|---|
| Swipe / drag across a rope | Slash and cut that rope |
| Tap directly on a rope | Cut the nearest rope to your finger |
| Tap a bubble | Pop it - releases the mochi from its float |
| Restart button (top right) | Replay the current level from the start |
| Home button | Return to the Anime Mochi home screen |
| Gear / Levels menu | Open settings, music and sound toggle, or jump to any unlocked level |
What sells Mochi Rope is the half-second of patience right before a cut. The strawberry mochi hangs from a simulated cable, not a scripted curve, and the rope only tugs when it stretches past its rest length, going completely slack the instant it does not. So most of a level is spent just watching the treat sway, feeling out where its arc lingers longest at the far extreme, and snipping at exactly that hush. Cut a beat early and momentum throws it wide of the mouth. Nothing hurries you here, no timer ticks down, just a small pendulum problem you keep re-reading until the right launch becomes obvious.
The presentation is built to make those reads legible. The mochi squashes and stretches along its direction of travel, so its speed shows in its shape at a glance, and the green friend waiting below is no static target. It wobbles, its cheeks stay pink, and its mouth yawns visibly wider the closer the treat drifts, turning a cold distance check into something that reads as anticipation. Land it and you get a chomp, a burst of confetti, and a four-note fanfare. Brush a spike instead and the screen jolts, a fail tone sounds, and the mochi poofs into pink sparks. Even a treat that rolls to a dead stop is quietly counted out after a second or so.
Each of the five worlds hands you one new idea, then starts overlapping them. Candy Garden is pure rope geometry: a straight drop, a two-rope V, a swing across to a side mouth, a three-rope cradle. Bubbly Sky adds bubbles that lift the mochi on a deliberately damped, near-vertical rise you tap to pop. Spiky Cave threads gates between grumpy purple spike-balls while golden pegs let you bank a falling mochi around a corner. Windy Mill shoves it sideways, but only inside the shaded gust band. Starry Space drops gravity so everything floats, then ends on a three-rope cradle feeding a bubble up through a four-spike field.
It suits younger players or anyone after a thinking puzzle, and a wordless demo hand keeps it open to pre-readers. Sit idle and the hand sweeps the smartest rope, the one whose pin sits farthest from the mouth, or taps the bubble you are riding, but only when the mouth is below you, never mid-rise where popping would drop the run. The curated twenty climb gently and restarting is free, so experimenting costs nothing. Endless, which opens past level twenty, is where the mood turns. It skips the easy on-ramp, starts near the toughest curated board, and keeps stacking spikes and heavier gravity as the counter climbs.
Either works. Drag your finger or mouse straight across a rope to slash it, or tap directly on a rope and the nearest one to your finger is cut. Multi-rope levels usually need a specific order: cut one to start a swing, then cut the others at the peak of the arc.
When the strawberry mochi touches a bubble it gets carried upward by buoyancy, drifting up and only slightly sideways. Tap the bubble to pop it and the mochi falls again. On levels where the mouth is at the top, you ride the bubble up; on pop-drop levels you ride it up and then pop it right over a mouth below.
Touching one of the purple spike-balls ends the run instantly, as does letting the mochi leave the board on any side - including floating off the top while stuck to a bubble. A freed mochi that rolls to a complete stop also counts as a miss after about a second and a half. There is no timer, so think it through and restart freely.
There are 20 hand-built levels across five worlds. After you clear them, Endless mode unlocks from the level menu and generates new boards on the fly. It does not start easy - the first Endless board sits near the toughest curated level and the difficulty keeps climbing with more spikes and heavier gravity as your Endless number rises.
No. Spikes are the grumpy purple spike-balls that end your run if the mochi touches them, so you route around them. Pegs are the round golden bumpers the mochi safely bounces off - they are tools you can use to redirect a swing or fall toward the mouth.
Yes - your cleared levels, unlocks, and Endless best are stored privately in your own browser on that device, and the game reopens straight into your highest unlocked level. Clearing browser data for the site resets it, and progress does not sync to other devices.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.