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Drag cute weights onto a candy see-saw and use real torque to balance it dead level - then hold it steady for three whole seconds to win.
Mochi Wobble is a cozy balance puzzle. A long rounded plank sits on a striped candy fulcrum like a see-saw, and a little tray of smiling weights waits along the bottom of the screen. You drag them up one at a time and set them on the beam wherever you like. Real torque decides what happens next: a weight far from the middle pulls hard, a weight near the middle barely pulls at all, and the beam is only level when the two sides balance. There is no self-leveling - the balance is entirely yours to find.
The one gesture is drag-and-place. Press a weight, it lifts and follows your finger, and you drop it onto the beam at whatever spot you choose. Drop it off the beam and it simply returns to the tray, free. You can also pick a weight you already placed straight back up and move it, so a bad guess never costs anything. When every weight from the shelf is finally resting on the beam, a ring starts filling around the pivot - it fills only while the plank stays near level and barely moving. Keep it calm for three full seconds and you win, with all three stars.
There are 20 hand-tuned beams, each cycling through five pastel skies. Early beams teach both-sides balance with plain blocks; then a heavy anvil teaches lever arms, a roller ball that drifts downhill teaches wedging, and a slippery ice cube teaches placing last and near the pivot. From there the cast arrives: Wiggles the cat sleeps on the beam and flicks her tail, a pigeon flutters in and lands on the heavier side, a bouncy bean hops the moment you place it, and a sliding fulcrum keeps changing the lever arms under your pile.
Nothing is timed against you and nothing can be lost. Tip the beam too far and the pile tumbles off in a soft heap, then everything hops back to the tray and the beam resets level for an instant, unlimited retry. Every puzzle is authored so a balance always exists. Clear all 20 and Endless mode opens: generated beams that start at the final level's difficulty and keep ramping - more weights, heavier mixes, a faster sliding pivot - with the cat, the pigeon and every object type active from the very first endless beam. Finishing any level always lights up all three stars.
| Input | Action |
|---|---|
| Drag from the tray | Pick up a weight and carry it onto the see-saw |
| Release on the beam | Drop the weight there - it adds its mass to that spot |
| Release off the beam | The weight returns to the tray, free (no penalty) |
| Drag a placed weight | Pick a weight back up off the beam to move or remove it |
| Hold it level | A ring fills while the beam stays near-level and steady |
| Space or Enter | Next level from the win card |
| Settings (gear) | Sound toggle, level select, and the how-to-play demo |
Most stacking games are about height - how many blocks can you pile before gravity notices. Mochi Wobble is about the quieter, older problem underneath all of them: torque. A long candy plank rests on a striped triangular fulcrum like a playground see-saw, and every weight you set on it pulls its own end down in exact proportion to how heavy it is and how far from the middle it sits. There is no self-righting trick, no hidden magnet holding the beam level. It is level only when the pull on the left and the pull on the right cancel out, and the whole game is the felt, physical search for that cancellation - a search a six-year-old runs on pure instinct and an adult runs on half-remembered lever arithmetic, both arriving at the same answer.
That single honest rule is what makes the objects matter. A plain block is the baseline: place one on the right, place one the same distance on the left, and the beam sits flat. An anvil weighs three of them, so it dominates - drop it far out and the beam slams down; the only way to tame it is to nudge it in toward the pivot, where its long lever arm shrinks, or to answer it with a counterweight of your own. A roller ball refuses to sit still on any tilt and drifts downhill until you wedge it. An ice cube grips until the faintest slope and then skates away. Each object is a small lesson in the same equation, taught without a word of text.
Because failure here is a slapstick tumble rather than a wall, the game can afford to be honest. Tip the beam past its limit and the whole pile slides off in a heap of surprised faces and a soft whoops - and then, a breath later, everything is back on the shelf and the beam is level again, ready for another try. Nothing is ever lost. A weight that slides off the end just walks back to the tray; a misplaced block can be picked straight back up before you commit. The stakes are entirely in the wobble: that held breath while the plank rocks, settles, over-corrects, and finally goes still.
Winning is not a score but a held moment. Once every weight from the shelf is on the beam, a ring begins to fill around the pivot, and it only fills while the plank stays near level and nearly motionless - three full seconds of calm. A sleeping cat's tail-twitch, a pigeon that lands on whichever side is already heavier, a bean that hops the instant you set it down, a fulcrum that creeps slowly sideways under your careful pile - the later beams all conspire to break that stillness, and the craft becomes leaving yourself enough slack that a small shove doesn't cost the whole hold. It is Jenga run backwards: not the fear of the piece that falls, but the patience of the pile that finally, gorgeously, does not.
Place every weight from the tray onto the see-saw, then balance the plank so it sits near-level and barely moves. A ring fills around the pivot while it stays calm; keep it steady for three full seconds and the ring completes, finishing the level. If the beam wobbles out of level, the ring simply pauses and resumes when you settle it again.
No. Mochi Wobble has no losing. When the beam tips too far the pile tumbles off in a soft heap, and a moment later every weight is back in the tray with the beam level again, ready for another go. Retries are unlimited and nothing is ever lost, so a tumble is just information about how to arrange things better next time.
The anvil weighs about three ordinary blocks, and torque depends on both weight and distance from the middle. Placed far out, its long lever arm multiplies that weight into a huge pull. Slide it in toward the pivot and the same anvil barely tilts the beam - or balance it with weight on the opposite side. Learning to place heavy things near the middle is the core skill.
Both are low-friction on purpose. A roller ball will not rest on any slope, and an ice cube skates the moment the beam tilts even slightly. The trick is to balance everything else first so the beam is dead level, then place these last - on a truly flat beam they sit still. You can also wedge a roller between two other weights.
Wiggles the cat sleeps on the beam from the start and flicks her tail every few seconds, giving the plank a tiny nudge. The pigeon flutters in and lands on whichever side is currently lower, adding its weight there. Both are things to leave slack for: if you balance well enough, a tail-twitch or a landing bird does not push you out of level, and the pigeon flies off again to give you another calm window.
There is no clock counting down and no points. The only timed thing is the voluntary three-second hold at the end, and it only starts once every weight is placed. Every level you finish is worth exactly three stars - the celebration is for solving the balance, not for doing it quickly.
Endless mode opens. It generates a fresh beam for every level past 20, starting at the final curated level's difficulty - six to a dozen weights, heavy and slippery mixes, a sleeping cat, a pigeon, and a sliding fulcrum - and ramps up from there. Every mechanic is active from the very first endless beam, and each level number seeds its own arrangement, so no two are alike.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.