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Two candy pictures that look identical, a handful of things that aren't - tap the differences and a ring locks around each one in both panels.
Mochi Spot is a one-tap spot-the-difference game. Two panels sit one above the other showing what looks like the same scene of mochi, stars, hearts, flowers, candies, clouds and leaves. A few things are not the same. Tap one of them - in either panel - and a ring locks around it in both at once. Find them all to finish the picture.
Every difference is a real change to a real object rather than a pixel trick, because both panels are drawn from lists of the same items. That means anything you can see, you can trust: an item might be missing, be a different colour, be bigger or smaller, be mirrored so it faces the other way, or simply be standing somewhere slightly different.
The 20 hand-tuned levels introduce those types from loudest to subtlest, one at a time: only missing items to begin with, then colour swaps (level 4), size changes (level 7), mirrored items (level 10) and nudged ones (level 13). From level 16 the scenes themselves get busier and the number of differences climbs, up to eight changes hidden in a very crowded picture at level 20.
There is no timer at all - careful looking is the whole point, so nothing ever rushes you. The only limit is three hearts against wrong taps, and a wrong tap simply leaves a fading red X without changing the scene. Lose all three and you get the identical picture again. Clear all 20 and Endless mode opens: generated pictures that start at the final level's density and keep climbing, with every difference type live from the first endless picture and a fresh scatter seeded by the level number. Finishing any level always lights up all three stars.
| Input | Action |
|---|---|
| Tap a difference | Ring it in both panels and add it to your count |
| Tap either panel | Both work - it doesn't matter which one you spot it in |
| Wrong tap | A fading red X and one heart; the picture is unchanged |
| Space or Enter | Next level / retry from the end card |
| Settings (gear) | Sound toggle, level select, and the how-to-play demo |
The quiet problem with most spot-the-difference games is that you can't fully trust them. Somewhere in the picture there's a shadow that's two shades off, or a shape whose edge was nudged by three pixels, and finding it feels less like observation than like eye strain. Mochi Spot is built so that can't happen. Both panels are drawn by the same routine from two lists of objects, and a difference is a change to an object: it's gone, or it's a different flavour, or it's bigger, or it's facing the other way, or it's standing somewhere else. Nothing is ever hidden in a gradient. If you look at the thing, you can see it.
That fairness is what lets the game have a proper difficulty curve instead of just getting noisier. The first levels only ever remove an item, which is the loudest difference there is - a four-year-old finds those instantly. Colour swaps come next and change how you look: you stop scanning for holes and start comparing pairs. Size changes are subtler still and reward looking at two items side by side rather than at one. Mirrored items are the sneakiest of all, because the scene has exactly the same amount of stuff in exactly the same places and only a face is looking the wrong way. Nudged items round it out: everything is present, correct and the right size, and one thing is simply standing somewhere it wasn't.
There is no timer anywhere in this game and that is a deliberate design decision, not an omission. A timer turns careful looking into panicked scanning, which is the opposite of the pleasure on offer. The only pressure is three hearts against wrong taps, which exists purely to stop the degenerate strategy of tapping every object in turn - and even that is forgiving, since a wrong tap just leaves a little red X and the scene stays exactly as it was.
Because the scenes are generated rather than drawn by hand, the game doesn't run out. Each level number seeds its own scatter of mochi, stars, hearts, flowers, candies, clouds and leaves, and the endless levels past twenty keep piling on both the number of objects and the number of changes, with every difference type live from the first one. The pictures you get at level fifty are pictures nobody has ever looked at before.
A whole object being changed: it might be missing from one picture, be a different colour, be noticeably bigger or smaller, be mirrored so it faces the other way, or be standing in a slightly different place. Both panels are drawn from object lists, so there are never any sneaky shadow or texture differences.
No. Tap the difference in whichever panel you spotted it in - top or bottom - and the ring appears in both. For a moved item, tapping either of its two positions works.
None at all. Careful looking is the entire pleasure of the game, so nothing counts down and nothing is scored on speed. You can stare at a picture for as long as you like.
A red X fades in and out where you tapped and you lose one of your three hearts. The picture doesn't change. Lose all three and you get a retry card with exactly the same picture, so nothing you'd worked out is wasted.
The subtlest types are mirrored and moved items. A mirrored item is in exactly the right place at exactly the right size - only its facing changed - so look at eyes, faces and which way things lean. A moved item is often given away by a changed overlap with its neighbour.
They are generated: each level number seeds a scatter of the cast across the panel, and then the level's difference types are applied to a few of them. That's why the game never runs out of pictures and why the difficulty can be tuned precisely.
Yes - Endless mode. It generates a fresh picture for every level past 20, starting at the final curated level's density (a crowded scene with eight changes) and climbing from there, with every difference type live from the very first endless picture.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.