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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.
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.
| Input | Action |
|---|---|
| Tap anywhere | Stop the sweeping trolley and drop the claw straight down |
| Space | Same as a tap - drop the claw |
| Tap while the claw is busy | Ignored - the claw finishes its drop, lift and delivery first |
| Space or Enter on the win card | Jump straight to the next level |
| Settings (gear) | Sound toggle, level select, How to play, and Restart level |
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.
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.
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.
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.
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.
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.
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.
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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