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Hold to send a sparkly-eyed mochi climbing up a steep neon diagonal, let go to dive the exact same angle, and zig-zag a glowing triangle trail through gaps between solid black pyramids.
Mochi Wave is a one-button reflex game in the wave-rider tradition (think Geometry Dash's wave mode or Dot Wave), but the flyer is a squishy cream-coloured mochi with big sparkly eyes and rosy cheeks. The screen scrolls forward at a fixed speed while the mochi holds its horizontal position. There is no flapping and no gravity to fight: the instant you press, it climbs along a fixed steep diagonal that runs parallel to the edges of the triangle grid; the instant you let go, it dives down the mirror-image diagonal. Every hold and release flips the angle, so your path is a precise neon zig-zag and your only job is to time those flips so the trail threads the open lanes.
The hazards are solid black pyramids that grow inward from the top and bottom of the field, alternating sides so the corridor weaves left of one apex then right of the next. Each pyramid is built from whole triangles of the grid, and the game uses the very same cell you see to test collisions, so a crash never feels cheap: if a triangle looks open it is open, and if it reads as near-black it will end your run. The top and bottom edges, by contrast, are not deadly at all. They are glide rails. The mochi slides along them, so you can deliberately ride a wall flat to buy a beat and set up your height before the next pinch.
Rather than one infinite blur, the game is split into six authored stages that you clear and unlock in order: Drift, Pulse, Surge, Fracture, Vertex, and Singularity. Each has its own neon palette (cyan Drift, magenta Pulse, mint Surge, orange Fracture, violet Vertex, white-hot Singularity), its own looping music track, a faster scroll than the last (Drift starts gentle and Singularity is the quickest), and apexes that overshoot the centreline more aggressively to force tighter weaves. A thin progress bar across the very top fills as you head for the checkered finish line, and crashing simply restarts that stage from the start so you can learn its fixed layout by heart.
Clearing Singularity unlocks a seventh entry, Endless, which is the only mode that never finishes. Endless drops the finish line and instead tracks distance in metres while the scroll speed ramps continuously from its starting pace up to a hard cap as you push further out, mixing in the easiest and hardest pyramid spacings together. A chime marks every 100 metres survived, and the level badge counts your live distance. Your furthest unlocked stage, your best percent on each of the six stages, and your best Endless distance are all saved locally on the device. A slow virtual camera also rolls and even flips the whole playfield upside down for flair, scaled by each stage's intensity, but it only moves the view, never the collisions, so the run stays exactly as fair as it looks when flat.
| Input | Action |
|---|---|
| Press and hold (touch) | Climb the steep upward diagonal |
| Release (touch) | Dive the steep downward diagonal |
| Space / Up arrow / W (hold) | Same climb-and-dive on desktop; from the menu it also starts your run |
| Tap the title or a stage chip | Jump straight into that stage |
| Tap the crash card | Retry the same stage from the start |
| Tap the clear card | Continue to the next stage (or to Endless) |
| Gear button | Open settings to mute the music or open the Stages list |
The clever trick in Mochi Wave is that you do not fly through the lattice, you fly along it. Hold and the mochi climbs a steep 60-degree line; release and it dives the mirror of that line, and both of those angles are exactly the slope of the triangle grid drawn behind everything. That is not decoration. Because your path and every pyramid's slanted edge share the same incline, the right move is rarely to cut across a gap but to flip the instant your trail kisses an apex and ride parallel to it through the throat. Once that clicks, the board stops looking like walls and starts looking like rails.
What makes a crash feel earned is that the cell you see is the cell that kills you. The field shades each triangle from the stage hue, open ones glowing between 38 and 68 percent lightness and obstacle ones sinking to near-black, and the same centroid test that paints a triangle dark is the one your mochi is checked against. The designers even fight their own difficulty: wherever two opposing pyramids pinch the lane, the generator quietly carves the channel back to a three-row minimum so no stage ever drops you into an impossible single-space squeeze. The opening pyramid of Drift grows gently from the floor, on the safe side of a climbing start.
Progression is two-staged and honest about it. Six seeded stages, Drift through Singularity, each climb in scroll speed and push their apexes further past the centreline, and because the seed never changes a wipe is pure recall rather than luck. Singularity unlocks Endless, the only run without a finish line, where speed eases from 330 toward a 540 ceiling, distance ticks in metres, and a little two-note chime rewards every hundred you survive. Threaded under all of it is a virtual camera that sways, rolls a full turn, and rakes the field into perspective, weighted by each stage's intensity yet kept off the collision math entirely.
The presentation keeps a soft face on a genuinely twitchy game. The flyer is a cream squircle with sparkly eyes, rosy cheeks and a tiny smile that tilts into each climb and dive, its aura flaring red the moment a near miss registers, with crunchy synthesized blips for every flip. The honesty is in the curve: Drift forgives, the middle stages drill the weave a beat at a time, and Singularity is a real speed test. Crucially the flip timing never changes between stages, so grooving the rhythm on an early board pays out everywhere, which is why dropping back to practice is a strategy rather than a retreat.
There is no tap-to-flap. The mochi is always moving on a diagonal: while you hold it climbs, and the instant you release it dives. You steer purely by how long you hold versus release, so short alternating presses keep the zig-zag tight and long holds make big sweeping climbs.
Only the solid black pyramids that grow in from the top and bottom can end your run. The very top and bottom edges of the field are glide rails, so the mochi just slides along them. You can safely ride a wall flat to reset your height before the next gap.
There are six clearable stages plus an Endless mode. You play them in order, and reaching a stage's finish line unlocks the next one. Drift is first and the gentlest; Singularity is sixth, fastest and tightest. Clearing Singularity unlocks Endless.
Endless has no finish line. It tracks how far you fly in metres while the scroll speed ramps up continuously toward a cap and mixes in both the loose and the tight pyramid spacings. A chime marks every 100 metres, and the game saves your best distance so you have a target to beat.
No. The camera roll, tilt and full 180-degree flips are visual flair scaled by each stage's intensity. Your input and the collisions stay in world space, so holding always climbs and releasing always dives no matter how the view is rotated.
Yes. Every stage is built from a fixed seed, so the pyramids appear in the exact same places on every attempt. That is what makes a crash useful: you can learn the weave and clear a little further the next run.
The furthest stage you have unlocked, your best completion percent on each of the six stages, and your best Endless distance in metres are stored in your browser on that device. There is no login, and clearing site data resets them.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.