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Flick a cute mochi across a tray of glossy ice - it keeps gliding until a wall cushion, the rim, or a bumper stops it - and read the board to sweep up every gem before parking on the star goal.
Mochi Glide is an ice-slide puzzle in the classic frozen-floor tradition: you never steer the mochi cell by cell. Swipe up, down, left, or right and the little blob shoots off in that direction, gliding in a dead-straight line until something stops it - a sleepy wall cushion, the edge of the tray, or a soft pink bumper pad. It cannot turn or brake in the middle of a glide, so the whole puzzle is reading the ice ahead of time and picking the line that ends exactly where you want. Land on the glowing star goal to clear the level.
Some boards scatter faceted gems across the ice. The mochi vacuums up every gem it slides over, and the level will not finish until you have collected the lot AND come to rest on the goal - so the HUD shows a gem counter (like 2/3) whenever gems are in play. A swipe counter on the clear card tells you how few flicks it took ("Glided home in 4 swipes!"), though clearing always earns the full three stars regardless of how long you took.
The 20 hand-built levels are split into five themed worlds that each introduce one new ice trick, so the slide stays fresh as the grids grow from a cosy 5x5 up to 8x8. Berry is pure ice and wall cushions; Citrus adds gems to collect; Mint adds stop pads (a bumper that halts the glide right on that tile); Ocean adds arrow tiles that bend a slide around a corner mid-flight; and Galaxy adds portal pairs that swallow the mochi at one swirl and spit it out of its twin still travelling the same way. Every board is generated from a real solution and re-checked, so a tidy way home is always guaranteed - you can never be permanently stranded.
Finish the curated set and Endless mode opens up, where fresh "Puzzle" boards are generated forever. Endless has all five mechanics on from its very first board and ramps from there - grids climb toward 10x10, and the move count, gem count, walls, stop pads, arrows and portals all grow with the level number, so the challenge keeps deepening for as long as you keep sliding.
| Input | Action |
|---|---|
| Swipe / drag | Flick the mochi sliding in the dominant direction of your drag |
| Arrow keys or WASD | Slide up, down, left, or right |
| Tap the dashed home ring | Teleport the mochi back to its start cell (keeps gem progress) |
| Restart button (top-right) | Reset the current level from scratch |
| Space / Enter (on clear card) | Jump straight to the next level |
| Settings gear | Toggle music and sound, replay the How to play demo, and open the level / world picker |
What sells Mochi Glide is the half-second after you flick. The blob does not step tile by tile the way most grid puzzles do; it commits, stretches a little along its line of travel, drags a short glowing wake, swings its eyes toward wherever it is headed, and refuses to stop until a wall cushion, the tray rim, or a pink stop pad physically catches it. You stop steering and start aiming. The reward is a clean swoosh and a small landing squish when the mochi parks on the cell you pictured, which is why the whole thing reads less like a sliding-block puzzle and more like lining up a cushion shot.
The thinking it asks for is honest because the boards cannot lie to you. Every layout is grown backward from a random billiard walk, then re-run through the exact slide function live play uses, and a seed that fails to collect every gem and land on the goal is simply thrown out. So there is always a real route home, and since nothing on the ice is destructive you can never permanently wedge yourself. That guarantee is what frees you to just try a line and see where it ends. The five worlds add one idea apiece, so by Galaxy you are reading walls, gems, stop pads, arrow corners and portals as separate reflexes.
Where Glide quietly looks after a stuck or younger player is the home ring. Drift off your dashed start pad, sit idle a few seconds, or rattle off eight swipes that pick up nothing, and a soft pointing mochi finger bobs back toward the pad instead of any block of text. Tap that ring and you teleport home with every gem you already swept still banked, so a botched line costs a re-plan and not the run. The clear card even counts your flicks, Glided home in four swipes, though that is flavour, not a score; clearing always earns the full three stars no matter how long you dithered.
On difficulty, the curated twenty are a relaxed climb from cosy five-by-five rooms to busy eight-by-eight trays, four levels to a world, the sort of ramp you finish in one sitting. The real teeth are in Endless, which opens past the finale and starts roughly where that finale left off rather than resetting to easy. Every mechanic is live from its first board, and grids creep toward ten-by-ten while gems, walls, stop pads, arrows and portals all scale with the level number. It never spikes meanly. It just keeps asking you to read one slide further ahead, which is the exact pleasure the whole game is built around.
When you swipe, the mochi glides in a straight line and will not stop until it meets a wall cushion, the edge of the tray, or a stop pad. It always settles in the last free cell, so it is not step-by-step movement - picking the right line is the whole puzzle.
A wall cushion (the sleepy blue block) sits in a tile and stops the mochi in the cell just before it, like bumping off a bumper. The tray edge does the same on its own. A stop pad (the pink bumper from Mint onward) is different: the mochi glides onto it and halts right on that tile, so a pad lets you park in the middle of an open lane where there is no wall to catch you.
Read the board before you flick: trace the line your slide will travel and where it will run out of runway. The mochi only stops at a wall, the rim, or a stop pad, so line the goal up so one of those brakes leaves you resting on it. Often you slide past the star first to grab a gem or set up an angle, then come back at it from a direction that ends on the tile.
Come to rest on the glowing star tile. On boards with gems you must first vacuum up every gem (the mochi grabs each one it slides over) and then settle on the goal - gliding over the star with gems still out won't clear the level, which is why the HUD shows a gem counter like 2/3.
Each world introduces one trick: Berry is plain ice and wall cushions, Citrus adds gems to collect, Mint adds stop pads that halt you on the tile, Ocean adds arrow tiles that bend your slide around a corner mid-glide, and Galaxy adds portal pairs that whisk you across the board while keeping your direction and speed.
The 20 hand-built levels (four per world) unlock Endless mode. It generates fresh "Puzzle" boards forever, with all five mechanics switched on from its very first board and a difficulty that ramps as the level number climbs - grids grow toward 10x10 and the gems, walls, stop pads, arrows and portals all increase.
No. Because the mochi only slides until it hits something and nothing on the board is destructive, no move can ever trap you permanently (every level is also built from a real solution and re-checked). If a glide boxes you in, tap the dashed home ring to teleport straight back to your start - you keep the gems you already grabbed - or hit the restart button to reset the whole board.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.