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Level!
How to Play
👆 Tap when the claw is right above the toy in the picture - it grabs it and rides to the sparkly chute!
Mochi Claw·Arcade·By Anime Mochi

HomeMochi Claw

Mochi Claw

Tap at just the right moment to drop the swinging claw, snag a squishy plush mochi, and carry it to the prize chute. Grabs are unlimited and a level can never be lost.

About Mochi Claw

Mochi Claw is a candy-colored claw machine you play from the side, like peeking through the glass of the cabinet. A pile of plush mochi toys - bunnies, cats, bears, stars, hearts and hatching chicks - slumps at the bottom in soft, squishy physics, while a claw trolley glides back and forth along the rail at the top all by itself. The whole game is one tap: touch the screen (or press Space) and the trolley stops dead, the claw drops, the jaws close, and whatever it caught gets lifted up and carried left to the glowing prize chute automatically.

Each level is a contract shown without words at the top of the screen: a portrait chip for each wanted toy with a count beside it (a bunny face and 0/2 means 'catch two bunnies'), and a green tick in place of the count once that species is done. That is the entire HUD. Grabs are unlimited and there is no timer, so the skill is patience rather than economy: let the trolley come round again and tap when the claw is truly above the toy you want. Toys you didn't need cost nothing and still ride down the chute, which matters more than it sounds, because later levels bury the wanted toys under a heap of junk you have to clear off the top first.

The pile gets more stubborn as you climb the 20 hand-tuned levels. From level 12 translucent jelly toys join in - grab one more than halfway off its middle and it squeaks loose partway up the lift, always and exactly, so a slip is never bad luck, just a nudge to aim for the tummy. The later cabinets add heavyweight plushies that also want a fairly centered grip, a trolley that sweeps noticeably faster, wild mixes of tiny and huge toys, and finally drifting balloons that bump the descending claw sideways at the worst possible moment. None of it can end your run; it just means the cabinet takes more grabs and a steadier eye.

Clear a level and you always earn all three stars - the celebration is for finishing, never for speed - and clearing all 20 opens Endless mode: an infinite run of generated cabinets that starts at roughly the final level's difficulty with every mechanic switched on, then keeps deepening the pile, adding jelly and balloons and speeding the trolley as the numbers climb. Your progress and stars are saved in your browser, and a friendly mochi finger points at a good toy if you sit idle. There is nothing to retry, because there is nothing to fail: the only way a cabinet ends is the last portrait chip ticking green.

How to play Mochi Claw

  1. Pick a level from the grid (or jump into Endless once all 20 are cleared) - the claw trolley immediately starts sweeping left and right on its own.
  2. Read the wordless goal at the top: the portrait chips show which toys count and how many (a bunny face with 0/2 means two bunnies), and each count turns into a green tick when that toy is done.
  3. Watch the trolley glide over the pile, and tap anywhere the instant it is directly above the toy you want - the claw stops and drops straight down.
  4. The jaws close on whatever is beneath them; a caught toy is lifted and carried to the glowing chute on the left all by itself, swaying as it rides.
  5. Aim for the middle of jelly toys (the shiny see-through ones) and big heavy plushies - an off-center grab lets them slip back into the pile, so just wait for the trolley to come round and take another one.
  6. If the toys you need are buried, spend a grab on the junk on top - non-target toys cost nothing and still go down the chute and out of the way.
  7. Tick off every toy on the objective to win all three stars. Grabs are unlimited and nothing is timed, so a cabinet can only ever end in a win - take as long as you like.

Controls

InputAction
Tap anywhereStop the sweeping trolley and drop the claw straight down
SpaceSame as a tap - drop the claw
Tap while the claw is busyIgnored - the claw finishes its drop, lift and delivery first
Space or Enter on the win cardJump straight to the next level
Settings (gear)Sound toggle, level select, How to play, and Restart level

Tips & strategy

  • Patience costs nothing at all here: the trolley sweeps forever and so do your grabs, so let it come back around rather than tapping when it is nearly - but not exactly - overhead.
  • The claw stops the instant you tap, so tap when it is dead above your toy; there is no need to 'lead' the target.
  • Aim for the tummy: jelly toys slip if gripped more than halfway off-center, and heavyweights slip from real edge-grabs - a dead-center catch never fails on any toy.
  • You can see a bad grab early: a toy that hangs crooked from the jaws on the way up is telling you it was caught off-center.
  • On buried levels, grabbing the junk on top is not a waste - it is free, and every toy the claw catches rides the chute out of the pile and uncovers what is underneath.
  • Removing one toy makes the whole pile slump and resettle - sometimes the smartest grab is the one that makes a buried target roll into the open.
  • When balloons appear, drop through a gap in their drift or just after one bounces away - a balloon nudging the claw mid-drop shoves it off your aim point.
  • Because a grab costs nothing, you can use one as a question: the jaws always take the topmost toy they reach, so if the claw keeps coming up with the wrong thing, that thing was in the way anyway and is now gone.

Game features

  • A side-view candy claw machine: glass shine, candy-striped rail, marquee lights and a glowing prize chute with a sparkle burst for every delivery.
  • One-tap controls a pre-reader can master - the trolley drives itself, the claw carries its catch home, and the goal is shown as toy portraits, not words.
  • Six plush mochi species (bunny, cat, bear, star, heart and hatching chick) in squishy circle physics that slump, jiggle and resettle as the pile changes.
  • An honest claw: regular toys never slip - only off-center grabs on jelly or heavyweight toys fail, by a fixed visible rule rather than luck.
  • 20 hand-tuned levels across five candy worlds that add target species, buried prizes, slippery jelly, heavyweights, faster trolleys and claw-bumping balloons in turn.
  • Endless mode after level 20: generated cabinets with every mechanic on from the first one, ramping the pile depth, jelly ratio, balloon count and trolley speed forever.
  • No timer, no grab limit and no fail card: wrong grabs are completely free and a cabinet can only ever end in a win, which makes it a genuinely calm game for small players.
  • A wordless objective HUD - one portrait chip and a count per wanted toy, ticking green as each species is finished - and nothing else cluttering the screen during play.
  • Deterministic layouts: every level (curated or endless) builds its pile from a fixed seed, so a level number always opens the very same cabinet.
  • Fully synthesized sound - descend whirr, lift creak, squishy clamp, slip squeak-plop and a three-note jingle for every wanted toy - over background music, with a mute toggle.
  • Three stars for every clear, progress saved in your browser, and a helpful mochi finger that points out a good target if you watch the trolley too long.

A Claw Machine That Never Cheats

Everyone has a memory of a real claw machine: the quarter goes in, the claw closes around the perfect prize, and then - right at the top of the lift - the jaws mysteriously relax and the toy flops back onto the pile. Real cabinets are literally built to do that; the grip strength is a dial set by the arcade owner. Mochi Claw is a small act of revenge on every one of those machines. Its one design promise is that the claw never lies: close the jaws on a regular plush toy and it will hold, every single time, all the way to the chute. There is no hidden payout schedule, no weak-grip roll of the dice. When a toy does escape, it is for a reason the game shows you and that you can learn.

Those reasons are the whole skill curve. Jelly toys - you can tell them at a glance because they are translucent and shiny - slip out of an off-center grip: catch one more than halfway off its middle and it will squeak free partway up the lift, exactly the same way every time. The big heavyweight plushies that arrive in the later cabinets are a little more forgiving but follow the same law, sliding loose only from a genuinely sloppy edge-grab. Because both rules are deterministic rather than random, a slipped toy never feels like theft. You watched the claw close near the bunny's ear instead of its tummy, you saw it dangle crooked on the way up, and next grab you wait the extra half second for the trolley to sit dead-center. That is a real, learnable timing skill dressed up as a toy box.

The other quiet idea is that the claw drives itself. The trolley sweeps back and forth on its candy-striped rail without any steering, and your entire vocabulary is one tap: stop, drop, grab. Kids who cannot read - or reliably drag - get the full game, because judging when a moving thing is above a target is a skill a five-year-old already practices every time they jump over a puddle. Everything else is automated in their favor: the claw carries its catch to the chute on its own, wrong toys are completely free and still ride down the chute (clearing space over a buried target, which becomes a strategy in itself), and the pile slumps and resettles with soft plush physics so the board never locks up. The balloons that show up in the final cabinets are the one mischievous touch - they drift up into the claw's path and shove it sideways mid-drop, turning a perfect tap into a near miss you can simply try again.

The difficulty is honest about being a matter of patience, not a lottery and not a budget. Grabs are unlimited. Tap as often as you like; a drop that closes on empty air, or on a toy nobody asked for, costs you nothing at all. There is no timer, no grab counter, no fail card and no way to lose a cabinet, so the whole contract of a level fits in one wordless pill: a portrait of each wanted toy with a count beside it, and a green tick replacing the count once that species is done. What the later cabinets ask of you is time and care rather than lives. The Galaxy levels pile the toys deeper, turn a good share of them to jelly, run the trolley noticeably faster and float balloons into the drop, so a clear that took four grabs in the Berry world might take fifteen here - but it is still a clear, and it always arrives. Endless keeps tightening the same dials one notch per cabinet, forever. For a six-year-old that is the difference between a game that ends in tears and one they play until dinner: the challenge is the read and the patience, waiting for the trolley to sit dead-center, learning which grips hold, and digging a bunny out from under a heap of junk one free grab at a time.

Game details

Title
Mochi Claw
Genre
Arcade
Players
1 player
Controls
Tap anywhere (or press Space) to stop the sweeping trolley and drop the claw - one button is the whole game
Platforms
Web browser, Android, iOS (no download)
Developer
Anime Mochi
Released
2026
Last updated
July 2026
Price
Free to play

Frequently asked questions

Why did the toy fall out of the claw halfway up?

It was a slippery grab, not bad luck. Translucent jelly toys slide free when gripped more than halfway (50%) off their center, and the big heavyweight plushies slip a little later, past about 55% off-center. The rule is deterministic - the exact same grab always has the exact same result - and a dead-center catch never fails on any toy. Watch for the toy hanging crooked on the way up: that is the tell. Nothing is lost when one slips; it drops back into the pile and you take another grab.

Do toys that aren't on the objective count for anything?

They don't count toward the goal, but they cost nothing either - the claw still carries them down the chute, which permanently removes them from the pile. On levels where the wanted toys start buried, deliberately grabbing the junk on top is the intended strategy, and because grabs are unlimited it is a free one.

What are the pictures at the top of the screen?

The whole objective, written without words. Each chip is a portrait of a toy the level wants plus how many you still owe it, so a bunny face and 0/2 means 'catch two bunnies'. When you finish a species the count turns into a green tick. That is the entire HUD: no score, no timer, no grab counter, because there is nothing to count down.

Is the claw rigged like a real arcade machine?

No - that is the whole point. Real cabinets adjust their grip strength to control payouts; Mochi Claw's grip is a fixed rule with no randomness. If the jaws close on a normal toy, it is yours. The only ways to lose a toy are the visible ones: off-center grabs on jelly or heavyweight toys.

What happens after level 20?

Endless mode opens. It generates an infinite run of cabinets seeded by the level number, starting at roughly the hardness of level 20 with every mechanic already active - buried targets, jelly, heavyweights, balloons, a quick trolley - and it keeps ramping: deeper piles, more jelly, more balloons and faster sweeps as the numbers climb. They ask for more grabs and a steadier eye, never for a life, because there still isn't one to lose.

What do the balloons do?

Balloons drift up into the claw's flight path and bump it sideways while it descends, shoving your perfectly timed drop off its aim point. They appear from level 18 and in every endless cabinet. You can also just grab one - balloons never slip - and the claw will dump it down the chute out of the way.

Can you lose a level, or run out of grabs?

No. Grabs are unlimited, nothing is timed, and there is no fail card anywhere in the game. A miss, an empty grab or a slipped jelly toy costs you nothing but the few seconds it takes the trolley to swing back round, so the only end state a cabinet has is you winning it. That is deliberate: this is a game for pre-readers, and the challenge is meant to be the reading of the pile and the patience to wait for a dead-center drop, not the fear of losing.

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About the developer

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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