Lv 1
Level!
How to Play
👆 Press behind an animal - it scoots the other way. Push it into its pen! Keep the pink dot off them or they panic.
Mochi Zoo·Puzzle·By Anime Mochi

HomeMochi Zoo

Mochi Zoo

The zoo gates blew open - press the meadow behind each runaway and shoo the whole giggling parade back into the pens showing their faces.

About Mochi Zoo

Mochi Zoo is a cozy herding puzzle. The zoo gates blew open and the animals are loose on one big sunny meadow - a single fixed portrait screen with no camera scroll, so the whole puzzle is readable at a glance on a phone. Your finger is a gentle shoo, not a grabbing hand: press anywhere and a soft white pressure ring blooms on the grass just above your fingertip, and every animal inside it scoots directly away from the ring's center. Press behind a sheep with its pen ahead and it drifts home; press to one side of a bunny and it hops the other way. That inversion is the whole game and the whole joke.

The ring has two visible zones. The wide outer ring is gentle, steerable pressure - a calm scoot you can aim. The small hot-pink core in the middle is too close: an animal the core touches panics and bolts blindly for a moment, ignoring all pressure and possibly shooting straight out a hedge gap. Because the ring floats a little above your fingertip, a kid's direct poke on an animal lands it in the gentle zone by construction, so imprecise stabs just scoot the animal with a giggle - panicking someone takes visibly dragging the pink core onto them. Releasing the press is always a free settle-down: everyone decelerates and calms.

Every animal reacts to the same ring differently, and that is the whole strategy layer. Sheep are honest and dampened and drift together in a small flock. Bunnies move in springy discrete hops that overshoot, so you tap rather than hold. The tortoise crawls, cannot be panicked, and tucks into his shell if you shove him - he needs sustained patient pressure. A mama duck trails four chain-following ducklings, so one press moves five, and a pond appears that only ducks may cross. Later meadows add three troublemakers who undo your work - a peacock whose fan scatters everyone nearby, a monkey who unlatches full pens, and a puppy who chases loose animals - each herded and parked with the very same press.

There are 20 hand-tuned meadows that cycle through five pastel worlds (Clover, Daisy, Maple, Firefly dusk, and Frost). Early levels teach the shoo with sheep and a huge forgiving pen; then matching pens ask you to sort species, hedge gaps and three hearts arrive at level 7, the tortoise's patience at level 8, the duck parade and pond at level 11, the peacock at 13, the monkey and his banana tree at 15, and the puppy and his kennel at 17 - level 20 is the graduation exam with everything at once. Clear all 20 and Endless mode opens: generated pastures with every mechanic on from the first one, ramping steadily. Finishing any meadow always lights up all three stars, and no animal is ever lost, so no level can become unwinnable.

How to play Mochi Zoo

  1. Look at each animal and the pen it belongs in - the sign painted with its face shows where it goes.
  2. Press and hold the grass BEHIND an animal, opposite its pen - the soft ring blooms and the animal scoots away from it, toward the pen.
  3. Slide your finger to walk the ring along, nudging the animal across the meadow like a patient sheepdog.
  4. Keep the small hot-pink center OFF the animals - touch it and they panic and bolt. The wide gentle outer ring is the tool.
  5. Push each animal through its pen's flared mouth; it commits, waddles to the sign by itself, and a paw pip pops.
  6. On later meadows, park the troublemakers first - shoo the monkey up his banana tree and the puppy into his kennel before funneling the flock.
  7. Fill every pen sign's paw pips to win. If a level has hedge gaps, guard your three hearts by never pushing an animal out a gate.

Controls

InputAction
Press and holdBloom the pressure ring on the grass - animals inside scoot away from it
Slide while holdingWalk the ring around to steer animals across the meadow
Press far behindGentle push - the calm, steerable scoot toward the pen
Drag the pink core onto an animalToo close - it panics and bolts (avoid this)
Quick tapOne pulse of pressure - the right tool for hopping bunnies
ReleaseEveryone settles and calms - a free bail-out, never penalized
Arrow keys / WASDGlide the ring on desktop while Space holds the press
Space or EnterNext meadow / retry from the end card
Settings (gear)Sound toggle, level select, and the how-to-play demo

Tips & strategy

  • Stand behind, push forward: put the ring on the far side of an animal from its pen, so it scoots straight toward the gate.
  • The wide outer ring is your whole toolkit. If an animal panics, you dragged the hot-pink center onto it - back off and press from farther away.
  • Bunnies won't be held. Tap once, watch the hop land, then tap again to correct - holding the ring down just makes them overshoot the mouth.
  • The tortoise cannot be rushed and cannot be panicked. Hold gentle, steady pressure behind him and let him crawl; shoving only makes him tuck in and sulk.
  • Herd the mama duck and the ducklings follow in a line - one good push moves the whole family into the duck pen at once.
  • Only ducks cross the pond. Route land animals around the shore instead of trying to shove them straight through the water.
  • Park the saboteurs first. Shoo the monkey up his banana tree and the puppy into his kennel before you funnel the flock, or they'll undo your pens.
  • Only your own pushes near a hedge gap can break a heart. A peacock scatter or a puppy chase that knocks an animal out costs time, never a heart - so stay calm near the edges.

Game features

  • Inverse one-finger herding found nowhere else on the site: you never drive an animal, you press where it isn't and it scoots away from you.
  • A visible two-zone pressure ring - a gentle wide outer ring you steer with and a hot-pink panic core you keep off the animals.
  • Personality physics: sheep glide and flock, bunnies hop and overshoot, the tortoise crawls and can't be panicked, ducklings chain-follow their mama.
  • A pond only the ducks may cross, so herding becomes a routing puzzle - the shortest push isn't always a straight line.
  • Three cute troublemakers who undo your work: a peacock whose fan scatters the flock, a latch-flipping monkey, and a puppy who chases loose animals - each herded with the same press.
  • Pens with flared funnel mouths and painted signs whose paw pips ARE the objective - no quota chip, no reading, just faces filling up.
  • 20 hand-tuned meadows across five pastel worlds that ramp species, pens, gaps, and troublemakers to a graduation exam on level 20.
  • Endless mode past level 20: generated pastures with every mechanic on from the first, scattering pens, pond, gaps, tree, and kennel afresh each level.
  • Soft-fail by design: the first six meadows can't be failed at all, hearts appear only with gaps, and no animal is ever lost - escapees always wander back in.
  • Synthesized sound throughout: a soft shoo poomf, per-species voices (baa, boing, quack, yip, monkey chatter, peacock shimmer), pen click-latch jingles, and a marimba win fanfare.

The Sheepdog's Secret, Taught by a Fingertip

Almost every game hands you a character and lets you drive it. Mochi Zoo does the opposite, and that single inversion is what makes it feel unlike anything else on the site. Your finger is not a hand that grabs an animal - it is a gentle shoo. Press anywhere on the meadow and a soft white pressure ring blooms on the grass; every animal caught inside it scoots directly away from the center. Press to the left of a bunny and it hops right. Press behind a sheep, with the pen ahead of it, and it drifts exactly where you want. A six-year-old's very first random poke sends a sheep scooting off with a startled baa and an instant giggle, and in that same second they have already met the whole idea: you move animals by pressing where they are not.

That backwards logic is the entire skill ceiling, and it is a surprisingly tall one. To actually herd rather than scatter, you have to learn the thing a real sheepdog knows in its bones: you stand behind the animal, opposite the gate, and push with patience. The pressure ring shows you two zones so the lesson is visible rather than written. The wide soft outer ring is calm, steerable pressure - animals scoot at a walk and go where you aim them. The small hot-pink core in the middle is too close: any animal the core touches panics, sweat drops fly, its eyes spiral, and it bolts blindly, ignoring you completely, straight for the nearest hedge gap if you are unlucky. Restraint beats speed, and the game teaches that entirely through the animals' faces - never with a word.

What keeps one gesture alive across twenty meadows is that the curriculum is the cast. Sheep are honest and heavy and stop the moment you release. Bunnies refuse to glide - they move in springy discrete hops that overshoot a pen mouth if you hold the ring down, so they teach you to tap and wait. The tortoise crawls, cannot be panicked at all, and tucks into his shell and sulks if you shove him, so he teaches that hard pressure can be worse than none. A mama duck trails four ducklings in a wobbly line, so herding one animal herds five, and a pond appears that only the ducks may cross. Then the troublemakers arrive - a peacock whose tail-fan startle scatters everyone nearby, a monkey who unlatches your full pens until you park him up his banana tree, and a bouncy puppy who chases your loose animals until you tuck him in his kennel - and each is itself herded with the very same single press.

Nothing here is timed and nothing is scored. The pens themselves are the scoreboard: each has a wooden sign painted with a species' face and a row of paw-print pips that fill as its animals waddle in. Fill every sign and the meadow is won, always with three stars, because the celebration is for finishing and not for speed. The soft-fail is softer than most: the first six levels have no hedge gaps and literally cannot be failed, and even later a heart only breaks when your own ring pushes an animal out a gate - a peacock's scatter or a puppy's chase costs you time, never a heart, and every escapee wanders sheepishly back in a few seconds later with mud on its bottom. No animal is ever truly lost, which means no meadow can ever dead-end. Underneath the giggles is a genuinely deep prioritization puzzle - park the saboteurs, split the flock, funnel calmly, panic no one near a gap - built entirely out of the one motion a pre-reader learned by poking a sheep.

Game details

Title
Mochi Zoo
Genre
Puzzle
Players
1 player
Controls
Press and hold the grass behind an animal - a soft ring pushes it away from your finger; drag to steer the ring, release to let everyone settle; arrow keys glide the ring on desktop while Space holds it down
Platforms
Web browser, Android, iOS (no download)
Developer
Anime Mochi
Released
2026
Last updated
July 2026
Price
Free to play

Frequently asked questions

How do I move an animal?

You press the grass BEHIND it - on the opposite side from where you want it to go. A soft pressure ring appears and the animal scoots directly away from the ring's center. It's backwards from most games on purpose: you never grab or drive an animal, you shoo it, so to send a sheep into a pen up top you press below the sheep. Slide your finger to walk the ring along and steer the animal across the meadow.

Why does the animal sometimes freak out and run away?

You touched it with the hot-pink center of the ring - the panic zone. The wide soft outer ring is gentle, steerable pressure, but the small pink core in the middle is 'too close,' and any animal it touches (except the tortoise) panics and bolts blindly for a moment. The fix is simply to press from farther away so only the gentle outer ring reaches the animal. Because the ring floats a little above your fingertip, poking directly on an animal actually lands it in the gentle zone.

How do I win a level?

Fill every pen. Each pen has a wooden sign painted with a species' face and a row of paw-print pips - one pip per animal it needs. Push each animal through its pen's flared mouth and it commits, waddles to the sign by itself, and pops a pip. When every sign's pips are full at the same time, the meadow is won and you get three stars. The signs are the whole scoreboard, so there's nothing to read.

What happens if an animal runs out of a hedge gap?

If YOUR ring pushed or panicked it out within the last moment, one of your three hearts breaks with a soft wah. But if a troublemaker caused it - the peacock's fan, the puppy's chase, or the monkey slipping out himself - it costs no heart, only a little time. Either way the animal is never lost: it wanders back in through the same gap a few seconds later, looking sheepish with mud on its bottom, ready to be herded again. Levels 1 through 6 have no gaps at all and cannot be failed.

The bunnies keep overshooting the pen. What am I doing wrong?

Bunnies don't glide like sheep - they move in springy discrete hops, and if you hold the ring down they just keep hopping and shoot past the pen mouth. The trick is to tap instead of hold: one quick press makes one hop, then you wait, see where it landed, and tap again to correct. Pulse, don't push.

How do I deal with the monkey, peacock, and puppy?

They're troublemakers that undo your work, and each is herded with the same press as everything else. The monkey runs off to unlatch a full pen - shoo him onto the banana tree in the corner and he climbs up and munches for a while. The puppy chases your loose animals - shoo him into his red kennel to make him nap. The peacock periodically fans his tail and scatters everyone nearby (he always quivers for a second first as a warning), so herd him to a far corner before you funnel the flock. Park the saboteurs first, then herd calmly.

Is there anything after level 20?

Yes - Endless mode. It generates a fresh pasture for every level past 20, starting at the final curated level's difficulty and ramping up: more animals, more hedge gaps, tighter pen mouths, faster critters, and all three troublemakers running at once. Every mechanic is active from the very first endless level, and the layout - pens, pond, gaps, banana tree, and kennel - is reshuffled each level, so every endless meadow looks and plays differently.

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Anime Mochi
Independent browser-game studio

Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.

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