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Be the town's tiny crossing guard: tap googly-eyed candy cars to a squeaky stop, wave them on with another tap, and thread buses, trains, and duck families through the crossroads without a single bonk.
Mochi Traffic is a cozy top-down crossing-guard arcade. A pastel toy town sits on one still portrait screen - no camera movement at all. Roads cross the grass like ribbons of soft lavender asphalt, and rounded candy cars with big googly windshield eyes trundle along fixed routes, entering at one screen edge and leaving at another. Where routes cross - a crossroads, a roundabout, a rail crossing, a zebra - two cars can bonk. You are the crossing guard, and your only move is timing.
Tap a car and it brakes to a stop with glowing brake lights and a pulsing red halo; tap it again and it toots happily and drives off with a green pulse. Cars behind a stopped car queue up automatically and never rear-end each other - only cars on crossing paths ever crash - so one tap holds a whole lane and one tap releases it. Cars never come to rest inside a junction box, on the rail band, or on a zebra, so a fully stopped town is always a safe place to think.
Your goal each level is to shepherd a quota of cars off the far edges - every car that exits ticks a counter with a little pop. Crashes never subtract from the quota; they only cost one of your three hearts (a bonk, a scared duck family, or a car clipped by the train). Lose all three and a friendly retry card slides up and the board resets. There is no timer and no score - completing any level always lights up all three stars.
There are 20 hand-tuned toy towns that ramp the layout and the cast: turn signals from level 2, the impatient bus from level 6, the plodding snail-truck from level 7, the level-crossing train from level 9, a roundabout from level 11, duck families from level 13, the un-stoppable ambulance from level 16, and dusk with headlight cones from level 18 - until level 20 runs the whole cast at night. Clear them all and Endless opens: generated night towns that begin at the finale's difficulty and keep climbing, with every mechanic active from the first one and a fresh layout seeded by each level number.
| Input | Action |
|---|---|
| Tap a moving car | It brakes to a stop with a red halo (a whole lane holds behind it) |
| Tap a stopped car | It toots, flashes green, and drives on |
| Mouse click | Same as tap - stop or wave on the car you click |
| Tap the ambulance | It bounces off with a nee-naw - it cannot be stopped |
| Do nothing | A fully stopped town is always safe; take your time |
| Space or Enter | Next level / retry from the end card |
| Settings (gear) | Sound toggle, level select, and the how-to-play demo |
Most driving games hand you a car and a road. Mochi Traffic does the opposite: it hands you a whole toy town seen from straight above, fills it with googly-eyed candy cars that drive themselves, and gives you exactly one job - decide who waits. You never steer, never aim, never chase a score. You tap a car and it squeals to a happy little stop with a red halo under its wheels; you tap it again and it toots and rolls on. That single tap-toggle is the entire game, and the reason it stays interesting for twenty levels is that the town keeps getting cleverer about the timing puzzle it hands you.
The trick that makes it work is that stopping one car stops a whole lane. Cars behind a stopped car queue up by themselves and never rear-end - only cars on crossing paths can ever bonk - so a single tap on a lead car holds an entire street, and a single tap releases it. The game is really about which lane breathes when. Early on it is one sleepy crossroads with two cars a screen. Later it is a full grid where a snail-truck is plugging the east road, a bus you held too long is starting to creep, the rail bell is ringing, and a duck family has just stepped onto the zebra - all at once, all readable, all solvable one tap at a time.
Every hazard is a character that teaches its own rule without a word. The impatient bus honks and knits its brows if you hold it too long, so you learn to plan its slot first. The snail-truck plods so slowly that the real puzzle is the queue piling up behind it. The train sweeps the rail line on a telegraphed bell so you learn to hold traffic before the gates, not after. Duck families own the zebra and cannot be hurried, so you learn that some movers have the right of way and your job is to hold the cars. The ambulance cannot be stopped at all, which teaches the last lesson: when you can't control a mover, control its environment.
Crucially, a fully stopped town is always safe. There is no timer, the cars never stop resting inside a junction or on the tracks or on a crossing, and the spawners never dry up - so a nervous six-year-old can tap everything red, breathe, and release one car at a time, while an adult chases flow by keeping every lane moving. Same board, same one tap, two completely different games. Clear all twenty toy towns and Endless opens: generated night-time towns that start at the graduation-exam difficulty and keep ramping, with every character - bus, snail, train, roundabout, ducks, ambulance - present from the very first one.
Tap a moving car and it stops with a red halo; tap it again and it toots and drives on. That is the whole game. Your job is to time who goes and who waits so cars on crossing roads never bonk into each other, and to shepherd a quota of cars off the far edges of the screen.
They bonk: both squash flat, dizzy stars spin, and one of your three hearts cracks - then both cars poof away and new ones drive in. A crash never lowers your quota; it only costs a heart. Lose all three hearts and a friendly retry card appears and the town resets exactly as it was, so nothing is permanently lost.
No - cars only ever crash on crossing paths. A car driving up behind a stopped car simply slows down and waits in line, and the whole queue rolls on by itself the moment you wave the front car forward. That is why one tap can hold an entire lane.
The ambulance is on an emergency and cannot be stopped - tapping it just bounces off with a nee-naw. It still crashes into cars on crossing roads like anyone else, so the way to keep it safe is to clear its path: hold the cars it would otherwise hit. It also brakes on its own for a ringing rail gate or a duck crossing, so it never hands you an unavoidable crash.
No. There is no timer, the cars never come to rest on a junction, the tracks, or a zebra, and new cars always keep arriving - so a completely stopped town is a safe state you can hold forever. The impatient bus is the only mover that won't wait indefinitely, and it warns you loudly and only creeps up to the nearest line, so the quota is always reachable.
Duck families waddle across the zebra crossing on their own schedule and cannot be tapped, hurried, or hurt - if a moving car reaches an occupied crossing the ducks scatter safely and you lose a heart, so just hold the cars until they are across. The train sweeps the rail line on a telegraphed bell with flashing lamps and gate arms; a car caught moving across the tracks during the sweep is bounced off for a heart, so hold traffic the moment the bell rings.
Yes - Endless mode. Past level 20 it generates a new night-time town for every level, starting at the graduation-exam difficulty (grid roads, roundabout, rail, zebras, buses, snail-trucks, and ambulances all together) and ramping up from there with more cars, faster traffic, and tighter timing. Every character is active from the first endless town, and each level number seeds its own fresh layout.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.