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One swipe moves two mochi at once - the pink one your way, the blue one mirrored - so the only way to separate them is to let one lean on a wall.
Mochi Twins is a mirror-maze puzzle with a single control. A pink mochi and a blue mochi share the same candy maze, and every swipe moves both: the pink one travels the way you swiped, and the blue one travels the mirrored way, so swiping left sends pink left and blue right (up and down are the same for both). Land both of them on their own coloured pad at the same time to solve the level.
Because one input drives two bodies, they move in perfect lockstep - and the only thing that can ever break that lockstep is a wall. When one twin is blocked and the other isn't, the blocked one stays put while its partner keeps going, and you have gained a square of separation. That is the entire craft of the game: choosing which wall to lean on, and in which order.
Across the 20 hand-tuned levels a new idea joins on a fixed schedule. Ice (level 4) takes away your brakes - a twin that steps on it keeps sliding until something stops it. One-way arrows (level 8) let a square be entered from only one direction. Buttons and gates (level 12) make the twins cooperate: a gate is open only while a twin stands on its button, so one holds the door while the other walks through. From level 16 the maze itself gets bigger, and the last levels run everything at once.
Every level is generated from a seed and then checked by a search over the joint positions of both twins, so it is always solvable and is tuned by how long its shortest solution is. Nothing can be lost: there is no timer, no move limit and no fail state, and you can undo one move at a time or restart the level from the settings panel whenever you like. Clear all 20 and Endless mode opens - bigger generated mazes with every mechanic live from the first one, each proved solvable before you ever see it. Finishing any level always lights up all three stars.
| Input | Action |
|---|---|
| Swipe anywhere | Move both mochi one step - the blue one mirrored left-right |
| Arrow keys / WASD | The same move on desktop |
| Z key | Undo the last move |
| Settings (gear) | Undo a move, restart the level, sound toggle, level select and the how-to-play demo |
| Space or Enter | Next level from the end card |
Mochi Twins hands you one input and two problems. Every swipe moves both mochi at the same time, the pink one the way you swiped and the blue one the exact opposite way, and they never stop obeying that rule. The consequence takes a moment to sink in and then reorganises how you think about the whole board: nothing you do can ever change the distance between the twins. Swipe all day and they stay in perfect mirrored lockstep - unless one of them runs into something. A wall is not an obstacle in this game. A wall is the only tool you own.
That single idea is enough to carry twenty levels, because every wall is a different tool. A wall to the pink twin's left is a way to hold her still for one move while the blue twin travels. A dead-end corner is a way to park one of them entirely while you walk the other anywhere you like. Skilled play stops looking like maze-solving and starts looking like carpentry: you pick the wall you want to lean on, drive into it deliberately, and spend the move buying yourself a single square of separation. Two or three of those in the right order and a puzzle that looked impossible collapses in seconds.
The cast complicates the lean without ever complicating the control. Ice removes your ability to stop - a twin that steps onto it keeps going until something else catches it, so an icy lane is a wall that has moved further away. One-way arrows take a direction away from a single square, which is oddly powerful in a game where both twins share one direction. Buttons and gates are the most interesting, because they force the twins to cooperate: a gate stays open only while somebody is standing on its button, so one twin holds the door while the other walks through it, and then you have to get the door-holder out too.
Nothing in this game can be lost. There is no timer, no move limit and no fail state; every move can be undone one at a time, and the whole level can be restarted from the settings panel. That freedom is deliberate - the puzzle is supposed to be a thing you poke at until it clicks, not a thing that punishes you for poking. Every level is generated from a seed and then verified by a search over the joint positions of both twins, so it is guaranteed solvable and tuned by how many moves its shortest solution really needs. Clear all twenty and the endless mazes open: bigger grids, denser furniture, every mechanic live from the first one, and a fresh maze proved solvable for every level number.
That's the whole game: the blue twin mirrors you left-to-right. Swipe left and the pink twin goes left while the blue twin goes right. Up and down are the same for both of them, which is often the easiest way to make progress when the mirror is fighting you.
Bump one into a wall. While one twin is blocked and the other is free, the free one keeps moving and the gap changes. Nothing else in the game can change the distance between them, so every solution is really a sequence of deliberate bumps.
No. There is no timer, no move counter to beat and no way to fail. Take as long as you like, undo as much as you like (Z on a keyboard, or the settings panel), and restart the level from the settings panel whenever you want a clean board.
No. Every maze is generated from a seed and then verified by a search over the joint positions of both twins before you ever see it, so a solution always exists. The levels are also tuned by how many moves that shortest solution takes, which is what makes the later ones harder.
A twin that steps onto ice keeps sliding in the same direction until a wall, a gate or the edge of the maze stops it. It applies to each twin independently, so one can be sliding while the other is walking normally.
A gate is open only while a twin is standing on the matching button. So one twin holds the door open while the other walks through - and then you need a plan for getting the door-holder out too, which is what makes them the trickiest tiles in the game.
Yes - Endless mode. It generates a fresh maze for every level past 20, bigger and denser than the curated finale, with ice, arrows and gates all present from the very first endless maze. Each one is verified solvable and tuned by its shortest-solution length before it appears.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.