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Pour squishy, glossy mochi between jars until every jar holds nothing but a single colour, threading past locks, ice, and face-down balls.
Mochi Sort is a tap-to-pour sorting puzzle built around jars of glossy, jelly-like mochi balls. Each board hands you a few jars packed with scrambled colours plus one or two spare empty jars to manoeuvre in. Tap a jar and its top run of matching mochi lifts and glows; tap a second jar and that run pours across - but only if the target is empty, or its top ball is the same colour and it still has room. A jar can hold four, five, or six balls depending on the level, and the puzzle is solved the moment every jar is either empty or filled top to bottom with one single colour.
What keeps the untangling honest is how the boards are made. Every level is constructed from an already-solved arrangement and then shuffled apart by a long sequence of reverse pours, so a winning order always exists - Mochi Sort never serves a board that cannot be cleared. The same logic carries through the trickier mechanics: a deadlock failsafe quietly thaws ice, frees a lock, or drops a colour key if the only remaining moves ever vanish, and a missed step is never punished. The Undo button (or the Z key) rewinds one pour, and Reset (or R) rebuilds the level exactly as it began, so you can probe a few orders and back out freely.
The journey runs across 28 hand-tuned levels grouped into seven themed worlds of four levels each: Sakura Meadow, Sunny Beach, Mint Forest, Ocean Deep, Starry Night, Frost Peak, and the Crystal Vault. Each world introduces a new wrinkle and a fresh painted backdrop, and the squeeze comes mainly from how many spare empty jars you are given - sometimes just one. Worlds three through seven layer in locked jars, buried face-down balls, rainbow wild balls, frozen ice, and colour-keyed jars, building toward a final Crystal Vault gauntlet that stacks every twist at once.
Clear all 28 and an Endless mode takes over with freshly generated boards. Endless does not start easy: it picks up right at the post-gauntlet difficulty - tall six-ball jars with up to nine colours - and turns every mechanic on from the very first generated level, then keeps ramping. Finishing a level always awards the full three stars; there is no timer, move limit, or score chasing you, just the quiet satisfaction of watching a messy rack of jars resolve into neat columns of colour.
| Input | Action |
|---|---|
| Tap / click a jar | Lift its top run of matching mochi (it glows) |
| Tap / click a second jar | Pour the lifted run into it, if the colour and room allow |
| Tap the lifted jar again | Put the run back down and cancel the pick |
| Undo button / Z | Rewind your last pour (down to the opening board) |
| Reset button / R | Rebuild the current level exactly as it started |
| Enter / Space | Tap Next on a clear, or Retry on a stuck board |
Most sorting puzzles measure you; Mochi Sort just keeps you company. Tap a jar and its top run of matching mochi rises with a glowing ring around the glass, then tap a second jar and those squishy balls hop over the rim in a little arc, splash a few particles, and drop into place while both jars wobble on a spring. Each ball in a pour rings a slightly higher note, so a four-ball cascade plays its own tiny rising phrase. Nothing counts down, nothing scores you, and a full clear simply lands the three-note win chime over every jar at once.
The honesty is baked into how boards are built. Each level grows out of a solved arrangement and is un-sorted by a long chain of reverse pours, so the forward solution is mathematically guaranteed to exist. The shipped board is even checked for at least one legal opening move before you ever see it. If your own pour order paints you into a corner, there is no loss screen to dread: Undo (or Z) peels back one pour, Reset (or R) rebuilds the exact starting rack, and a quiet failsafe thaws ice, frees a lock, or drops a colour-key only if every legal move genuinely vanishes. Stall for five seconds and a bouncing hand points at one sensible next pour, never the whole answer.
The teaching is spread cleanly across twenty-eight levels in seven painted worlds of four. Sakura Meadow and Sunny Beach are pure pouring; Mint Forest seals a jar shut behind a hint dot until you finish that colour elsewhere; Ocean Deep buries balls face-down under a question mark that only flips once you lift what sits on top. Starry Night adds rainbow wilds that ride any colour, Frost Peak freezes balls that pin everything above them and thaw one notch per pour, and the Crystal Vault keys whole jars to a single hue, marked by a bold colour band rather than a confusing padlock, before stacking every twist into one finale.
It reads as a wind-down toy as much as a brain-teaser, and the real pressure is quietly geometric: jars deepen from four balls to six, colours climb toward eight, and some levels hand you a single spare jar as your only scratch space. On a wide screen the rack stays clustered rather than sprawling, keeping the board legible for small hands. Clear all twenty-eight and Endless takes over right at that gauntlet difficulty, every mechanic live from the first generated board and the seed shifting each level, climbing toward six-ball jars of nine colours with no finish line in sight.
Two conditions only: the jar you pour into must be empty, or its topmost ball must be the same colour as the run you are pouring - and it must have room left under its mouth. If both jars already show a different colour on top, nothing pours and the jars just wobble. Only the unbroken run of same-coloured balls at the very top of the source moves, and it carries over as many as fit.
Because pour order matters. Every board can be solved, but a careless early pour can bury a colour you needed or fill the one empty jar you were saving, leaving no legal move. That is a dead-end you made, not an unwinnable board - tap Undo to walk back the pour that boxed you in, or Reset to rebuild the level. If the game truly detects zero legal moves it pops a 'No moves left!' card, but Undo and Reset are always there to recover.
Each level starts from a fully solved arrangement (one jar per colour) and is then scrambled backwards through a long chain of reverse pours, so replaying those moves forward always solves it. A run-time failsafe also relaxes a mechanic - thawing ice, freeing a lock, or dropping a colour key - in the rare event the legal moves genuinely run dry, so a winning order always exists.
A locked jar is sealed shut, greyed out, and wears a tiny coloured hint dot; you cannot pour into or out of it until you finish the colour that dot points to in another jar, at which point it pops open as a fresh empty buffer. A keyed jar is open and usable but wears a bold coloured band across its mouth and accepts ONLY that one colour for the rest of the level - even a wild rainbow ball is turned away - so treat it as the permanent home for its hue. Locked jars appear from Mint Forest onward; keyed jars are the Crystal Vault's signature twist.
A rainbow ball is wild: it sits on top of any colour and accepts any colour on top of it (but a keyed jar still refuses it). A frozen ball is anchored - it cannot be poured and pins everything stacked above it - but it loses one notch of frost on every successful pour you make and frees itself within a few moves, so keep playing elsewhere. A face-down ball shows a question mark and only flips to reveal its colour once you pour off whatever was sitting on it, so peel cautiously rather than committing to a long chain.
Jars hold four balls in the early Sakura Meadow and Sunny Beach worlds, five from Ocean Deep onward, and six in the Crystal Vault gauntlet. Taller jars hide more colours and demand deeper planning before you commit a pour, and the real squeeze is usually how many spare empty jars you get - some levels give you only one to work in.
Endless mode unlocks and serves freshly generated boards instead of curated ones. It does not ease you in: it begins right at the post-gauntlet difficulty - six-ball jars with up to nine colours - turns on every mechanic (locks, ice, hidden balls, rainbows, and keyed jars) from the very first generated board, and keeps ramping the harder you push. Curated clears save three stars each; endless levels just keep counting up.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.