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Mochi blobs are lobbed up in waves from the bottom of the screen - drag a glowing blade through them to split them with a spray of juice, banking enough slices to hit the level's target before three hearts run out.
Mochi Slice is a Fruit-Ninja-style swipe game where the fruit are squishy pastel mochi. Each level lobs them up from the bottom of the screen in seeded waves; you trace a glowing pink-and-white blade trail across the playfield with your finger or mouse, and any mochi your trail crosses splits into two semicircles that tumble away while droplets of its own colour spray out. There is no aiming and no timer between waves - the mochi keep arcing up, and the cut only registers if the blade is actually moving, so quick flicks slice while a still finger does nothing.
Every level sets a slice target rather than a clock. The top of the screen shows two things: a level badge and a pill counting how many mochi you still need, next to three hearts. You lose a heart two ways - by slicing a grumpy bomb mochi (a dark blob with an angry face and a sparking fuse) or by letting a plain mochi fall back past the bottom of the screen unsliced. Golden mochi do the opposite: each one glows with a halo and counts as three slices toward the target, plus a brighter chime when cut, so chasing the gold is the fastest route to clearing a wave. Bombs and golden mochi that drop off-screen are harmless, so the only fruit you must rescue from falling is the ordinary kind. The level ends the instant your slice count reaches the target, and a third broken heart ends the run.
There are 20 hand-tuned levels grouped into five worlds of four - Dusk (gentle lobs and no bombs at all, just to learn the swipe), Ember (bombs first appear), Bamboo (bigger bursts of mochi per lob), Tide (faster, bomb-heavier lobs), and Void (a frantic mastery finish). Each world is its own sunset sky - a glowing low sun behind a silhouette ridge with drifting cherry-blossom petals - tinted from rosy Dusk through fiery Ember, jade Bamboo and deep-blue Tide to the starlit Void. Targets climb from 10 mochi on the opener to 42 in the last Void level. Past those is an Endless mode that turns on every mechanic from its first wave and keeps ramping the target (up to 64), the lob rate, the burst size and the bomb chance as the wave number climbs, with a fresh seeded layout each time. Completing any level always awards three stars, and your unlocked levels are saved in your browser so you pick up where you left off.
| Input | Action |
|---|---|
| Swipe / drag (touch) | Draw a blade trail through mochi to slice them |
| Press and drag (mouse) | Same blade on desktop - hold the button and move to cut |
| Tap / click | On the win or fail card, skip the celebration and bring up the buttons |
| Space / Enter | Next level on the win card, retry on the fail card |
| Settings (gear) button | Open music and sound toggle and the level picker |
| Back (home) button | Return to the Anime Mochi home screen |
What sets Mochi Slice apart from the blade games it borrows from is how much it rewards restraint. Classic fruit-cutters only ask for speed, but here two rules pull the opposite way: cutting a grumpy bomb costs a heart, and the blade's hit radius is a touch wider than the blob looks, so a swipe that merely skims a bomb still sets it off. That widened reach turns every crowded wave into a quick reading exercise. You watch a cluster fan out as it arcs, pick the safe blobs, and trace one deliberate line instead of a screen-wide slash. The small hesitation before committing is the real game underneath the splatter.
The slicing only counts while your finger is actually travelling, and that detail shapes everything. Each tiny segment of the drag has to cover real distance before the cut registers, so a slow crawl or a held-still finger leaves a mochi whole, and the game cleanly separates a fumbled swipe from a lazy one. Land a cut and the blob parts into two tumbling semicircles, each capped with a pale inside-face along the slice, while droplets in the blob's own colour spray out and the screen gives a tiny shake. Gold blobs throw sixteen sparks instead of nine and a brighter flash, so the feedback scales with the payoff.
The audio quietly tracks your progress in a way the counter pill cannot. The slice chime starts around a low pitch and climbs with every cut, rising step by step until the final slices ring noticeably higher than your first, so you can hear a level filling up without glancing at the HUD. The structure stays unhurried to match: no clock, no dry spell between waves, and a target rather than a time limit, so a level moves only as fast as you choose. Dusk stays deliberately bomb-free to teach the flick, and by Void the lobs come thick and bomb-heavy enough to punish wild slashes.
A kid-friendly safety net sits under all of it. Stall for about five seconds without landing a cut, or whiff roughly six fast-but-fruitless swipes, and a ghostly hand drifts over to demonstrate a single clean flick across one safe blob, favouring a golden one when it can, never the whole wave. The honesty extends to failure: only ordinary mochi cost a heart when they fall, since bombs and gold are harmless if you let them drop, so a loss almost always traces to a greedy swipe near a bomb or one plain blob you let slip. That fairness is what keeps you reaching for the next wave.
The blade only slices while your finger is actually travelling - each tiny segment of the drag has to cover a little distance before it counts, so a slow crawl or a finger held still leaves the mochi whole. Flick across them with some speed and the pink-and-white trail will split whatever it crosses. A near-miss can still land too: the cut check uses a radius a touch wider than the blob looks.
You usually can't slash through a tight cluster safely, because that wider hit radius means a swipe skimming past a bomb can still trigger it. When a dark, angry-faced bomb is mixed into a wave, make short, aimed cuts on the fruit you actually want instead of one big screen-wide slash, or just wait for the cluster to spread as it falls and pick off the safe mochi.
A golden mochi wears a glowing halo and counts as three slices toward the target instead of one, with a brighter sparkly chime and a little screen flash when you cut it. They're the fastest way to fill a wave, so on early levels a single gold can be a quarter of your goal - but they're also harmless if they fall, so don't take a reckless swipe through a bomb just to reach one.
Only ordinary mochi matter on the way down - let a plain one drop off the bottom unsliced and you lose a heart. Bombs and golden mochi that fall off-screen are completely safe and cost nothing, so the only fruit you ever need to rescue before it lands is the normal kind. Between that and slicing a bomb, those are the two ways your three hearts break.
The slice chime climbs in pitch as your slice count rises, so the level audibly fills up the closer you get to the target - by the final cuts it's noticeably higher than your first. It's a quick way to hear how close you are without looking at the counter pill. You can mute it from the gear (settings) button.
No clock at all. Mochi keep arcing up in waves with no time pressure between them, and a level ends the instant your slice count reaches its target - 10 mochi on the opening Dusk level, climbing to 42 by the last Void one. The pill at the top shows how many you still need; you can take your time and pick clean cuts.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.