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Slide the chunky pastel mochi blocks out of the way so the smiley mochi car on row three can clear its lane and roll out the gap in the right wall.
Mochi Unblock is a Rush Hour style sliding-block puzzle played on a fixed six-by-six grid. The board is packed with rounded candy blocks that are each either two or three cells long, and each one is locked to a single direction: horizontal blocks only slide left and right, vertical blocks only slide up and down. Nothing can overlap, nothing passes through anything else, and the only piece allowed to leave the board is the one you are trying to free - a length-two horizontal mochi car with a kawaii face, parked on the third row (the exit row) and looking toward a glowing gap in the right-hand wall. Win by sliding that car off the right edge through the gap.
The catch is that the car is almost never clear at the start. Vertical blocks sit across its lane, and to move those you often have to first shift whatever is hemming THEM in, so a single puzzle becomes a little chain of "move this before that." There is no timer, no luck, and no way to lose - the only thing tracked is how many slides it takes you, and the win card cheerfully reports your result as "Out in N moves!" Every block can always be slid straight back, so a wrong move is never a dead end.
There are twenty hand-tuned levels grouped into five themed worlds of four levels each: Berry (gentle, around two to five moves), Citrus (busier), Mint, where immovable stone wall cells first appear, then Ocean with more blocks and walls, and finally Galaxy on a dark starry board with the densest tangles, topping out around ten to fifteen moves. Difficulty climbs through four dials at once - block count, how many blocks are the longer three-cell pieces, the number of stone walls, and the minimum-moves window each board has to land in. Crucially, every board is generated and then verified by a solver, so a level is only accepted when the game has proven the car can actually reach the exit; you will never be handed an impossible puzzle.
Clear all twenty and you unlock an endless run that keeps building fresh boards past level twenty. Endless turns on every mechanic from its very first board - dense blocks and stone walls included - and starts at roughly the difficulty of the Galaxy finale rather than resetting to something easy, then ramps its minimum-moves target upward as the level number climbs. Because the layout seed and world theme both follow the rising level number, each endless board looks and plays differently from the last.
| Input | Action |
|---|---|
| Tap a block | Shoves it as far as it can go toward the side you tapped; if that side is blocked it slides the other way |
| Press and drag a block | Slides it cell by cell along its own line, snapping to the nearest reachable cell on release |
| Space or Enter | Advances to the next puzzle while the completion card is showing |
| Settings (gear) button | Opens the level menu, world picker, endless mode, and the sound toggle |
| Back button | Returns to the Anime Mochi home screen |
What gives Mochi Unblock its particular charm is how much life the board has even between moves. A tap does not teleport a slab to its far wall; it fires a short eased shove whose duration actually scales with the distance it travels, so a long slide reads heavier than a short nudge. Push a piece against a wall and you get one soft bump cue that only re-arms once you ease back off, never a nagging buzz while you lean. A slab with nowhere to go answers with a quick damped wiggle along its own axis, so you instantly spot which one is the stuck one. The grid feels less like furniture and more like a tray of patient sweets.
Underneath the soft look sits a genuinely fair puzzle engine. The game does not hand you a layout and hope; for each board it scatters pieces and any stone walls, then runs a breadth-first search to measure the exact fewest slides to free the car, keeping the board only when that number lands inside the world's target window. A board that gridlocks is not dumped on you trivially; the generator quietly sheds a block or a wall and eases its floor across a few relax passes until a workable skeleton appears. The payoff is a curve you can trust, climbing from two-move Berry teasers to dense, walled Galaxy tangles, never a fluke and never a dead end.
Spend time with it and the smaller touches start carrying the experience. After each committed slide the game re-solves the board and asks whether you actually got closer to the exit; sit idle a few seconds, or rack up several shoves that made no headway, and a finger appears pointing the single best next move it found live, its body hanging over the block so it never hides the lane it wants you to clear, then vanishing the instant you touch the board. Galaxy alone flips to a dark starfield with inverted cell tints, and a rising five-note arpeggio plays as the car drives out and fades.
This is a puzzle for unhurried play, and it suits that honestly. There is no timer, no fail state, nothing chasing you, and every block can be slid straight back, so the board doubles as a sketchpad for testing an order of moves. That makes it gentle for a young child sounding out cause and effect, while the later boards bite for an adult chasing a tidy minimum. Verticals slightly outnumber horizontals on purpose, because only the upright pieces can stand across the exit row, so they are usually the real culprits. The move count on the win card is there only if you choose to chase it.
The car is the length-two horizontal block with the smiley face, and it is the only piece in the puzzle that is allowed to leave the board. It always starts on the exit row (the third row down) and wins the moment its lane to the right is clear and you slide it out through the gap in the wall. Every other block exists only to get in its way.
A quick tap shoves the block all the way to the far end of its free space on the side you tapped (if that side has no room, it slides the other way instead). A press-and-drag lets you move it precisely, cell by cell along its line, and it snaps to the nearest reachable cell when you let go. Tap for big moves, drag for fine ones.
No. Each board is generated by randomly placing the car, the other blocks, and any stone walls, then a built-in solver runs a breadth-first search to confirm the car can actually reach the exit and to measure the fewest moves needed. A board is only used if it is solvable and lands in that world's target move range, so you will never be stuck with an impossible layout.
Stone walls are immovable single cells - you cannot slide, push, or pass through them, and the car cannot exit through one. They first appear in the third world, Mint, and become more common in Ocean and Galaxy, peaking at three walls on the hardest curated board. Endless levels include walls from the very first one.
There is no score and no timer. Finishing any level always awards three stars. The game does count your slides and shows them on the completion card as "Out in N moves!", so you can challenge yourself to find a shorter solution, but a longer one is never penalised.
You unlock endless mode, which keeps generating new boards beyond level twenty. Unlike the early curated levels, endless turns on every mechanic right away - dense blocks and stone walls - and begins at roughly the Galaxy finale's difficulty, then slowly ramps the minimum-moves target higher as you keep going, cycling through the five world themes.
Yes. The levels you have unlocked and the ones you have completed are stored locally in your browser, so they will be there when you come back on the same device. There is no account and nothing to sign in to; clearing your browser data for the site would reset it.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.