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Peel a stacked candy pyramid down to nothing in this gentle Mahjong-solitaire matcher — tap two free sweets that wear the same shape and watch the layers fall away.
Mochi Tiles is a Mahjong-solitaire puzzle wearing soft candy colours. Each level builds a little pyramid of tiles stacked in shrinking layers, and you clear it by matching identical candies two at a time. Tap a free tile so it lifts and rings, tap a second free tile wearing the same candy, and the pair pops in a sparkle with a chime that climbs a note higher every match. Tapping a different free tile just moves your selection; tapping the lifted tile again sets it back down. The board is solved the instant the last tile leaves it.
What counts as "free" follows the real Mahjong rule: a tile can be matched only when nothing in a higher layer is resting on top of it and at least one of its left or right edges on its own layer is open. Free tiles glow bright cream while blocked ones sit dim and greyed, so you always know which sweets you can touch. Because each higher layer is narrower and nudged up and to the left, the tower keeps reshaping as you peel it — clearing the exposed ends and the top first uncovers the candies hidden beneath.
The nine candy faces are hand-drawn as distinct shapes — a dot, heart, star, droplet, leaf, ring, rounded square, triangle and flower — each in its own colour. That double cue of shape plus colour means a player too young to read can still tell a heart from a star at a glance, and a level that uses, say, six candy types simply uses the first six in that fixed order, so fewer types means an easier match.
There are 20 hand-built levels across five candy worlds — Berry, Citrus, Mint, Ocean and Galaxy, four levels each. Difficulty climbs along three dials at once: more tiles, more stacked layers, and more candy types. The opening Berry board is a gentle two-layer pile of around a dozen tiles using five candies; by the Galaxy world you are unstacking five-layer constellations of roughly a hundred tiles drawing on all nine candies. Past level 20 an Endless mode takes over, generating fresh boards forever with every candy type switched on from the very first one and the board size ramping up as the level number grows, cycling through the five world themes.
Every board is built to be guaranteed solvable — the game lays out a real clearing order first, then validates it before you ever see the puzzle — and it is engineered so you can never get permanently stuck. A one-tap Undo rewinds your last match (it is unlimited, all the way back to the full board), Shuffle re-deals the remaining candies into a brand-new solvable arrangement, and if your own choices dead-end a board the game quietly recovers for you: it reshuffles the faces, or rewinds a few moves to free up locked tiles, so a fresh match always appears. Clearing a level always awards three stars, your furthest level unlocks the next, and a level-select grid lets you jump back to any candy world.
| Input | Action |
|---|---|
| Tap / click a free tile | Lift it as your selection; tap a matching free tile to clear the pair |
| Tap the lifted tile again | Set it back down (deselect) |
| Tap empty space | Cancel your current selection |
| Z or Backspace | Undo your last cleared pair |
| S | Shuffle the remaining tiles into a fresh solvable board |
| Settings button | Open Undo, Shuffle, the level grid and the sound toggle |
| Space / Enter | Start the next level from the win card |
A tile is free when nothing in a higher layer is resting on top of it and at least one of its left or right edges on its own layer is open. Free tiles glow bright cream; blocked tiles stay dim and grey until you clear the candies around them.
Tap a free tile to lift it, then tap another free tile wearing the same candy shape — both pop with a sparkle. Tapping a different free tile moves your selection instead, and tapping the lifted tile again puts it back down.
No. Undo rewinds your last match (unlimited, right back to the full board), Shuffle re-deals the remaining candies into a fresh solvable layout, and if your moves dead-end a board the game recovers on its own by reshuffling or rewinding until a new match exists.
There are 20 hand-built levels across five candy worlds, four per world. After level 20, Endless mode generates new boards forever with all nine candy types active from the first one and the board growing larger as you climb, rotating through the five world themes.
Difficulty ramps three ways at once — more tiles, more stacked layers, and more of the nine candy types in play. Berry starts at around a dozen tiles in two layers with five candies; Galaxy reaches roughly a hundred tiles in five layers using all nine.
Clearing any level always awards three stars — there are no time or move thresholds. Finishing a level unlocks the next one, and the level-select grid shows your stars so you can replay any board.
Yes. Your unlocked levels and earned stars are stored on your own device in the browser, so you can shut the tab and pick up later. Clearing your browser data or using a different device or private window starts fresh.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.