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Light up every line of a neon candy figure in one unbroken stroke - drag dot to dot, never lift your finger, and never retrace a line you already lit.
Mochi Loop is the old pen-and-paper brain-teaser of drawing a shape without lifting your pencil, rebuilt as a glowing candy puzzle for the screen. Every level is a figure made of bright dots joined by neon rails, and your one job is to trace the whole thing in a single continuous stroke: cross every line exactly once, never lifting your finger and never going back over a line you already lit. A little smiling pen-tip dot leads the way, each rail flares to life with a travelling spark as you cross it, and when the very last line lights the figure bursts into sparkles. A counter at the top quietly tracks your progress as edges-lit over total, so you always know how many lines are left.
What makes the puzzle tick is which dots you are allowed to start from. Mathematicians call this a one-stroke or Eulerian trace, and the rule is simple in practice: the dots that pulse are your valid starting points. Many figures have exactly two pulsing dots and you must begin at one of them; closed-loop figures pulse everywhere, so you can start anywhere. Pick the wrong start and you will always strand a line you cannot reach without retracing - so when a route keeps stalling, the fix is usually to start somewhere else.
Every figure is built backwards from a real solution, so there are no impossible boards and no traps you cannot escape. If you paint yourself into a corner, just drag back onto the dot you came from to undo the last line, tap Undo from the settings menu, or hit Restart to clear the figure and try a fresh route. There is no timer and no way to truly lose - only the satisfying click of finally finding the one path that covers everything.
The 20 hand-tuned levels are grouped into five candy worlds of four levels each - Berry, Citrus, Mint, Ocean, and Galaxy - and the difficulty climbs steadily as you go. Berry and Citrus stick to up-down-left-right rails on small grids; from Mint onward, diagonal corner-to-corner rails join in and the figures grow into wide, dense constellations, finishing on a seven-by-six Galaxy board of around thirty-six lines. Clear all twenty and an endless mode takes over, generating fresh figures forever with every mechanic switched on and the difficulty starting near that Galaxy finale rather than dropping back to easy.
| Input | Action |
|---|---|
| Tap a pulsing dot | Start your stroke at a valid starting point |
| Tap the next dot | Light the rail to an adjacent dot (one edge per tap) |
| Drag dot to dot | Or drag along the rails to light them as you reach each dot |
| Tap / drag back one dot | Undo the last line you lit |
| Z or Backspace | Undo the last line |
| R | Restart the current figure from scratch |
| Space or Enter | Jump to the next level from the win card |
| Settings menu | Undo, Restart, open level select, or mute music and sound |
What carries Mochi Loop is the rhythm of a single committed line. Every rail you cross fires off with a travelling spark and a short triangle-wave note, each pitched a step above the one before with a quiet sub-octave humming underneath, so a clean run becomes a little rising figure you can almost hum. The lit stretch gets a two-pass neon treatment, a wide faint additive bloom beneath a near-white core, with a bright dashed sheen that slides only along the segments you have fully completed. Nothing here asks for fast hands. It rewards the quiet click of a plan landing, the moment a scatter of dots resolves into the one route that simply has to close.
The cleverest touch hides in a corner you cannot see coming. Idle for about five seconds, or fire off six presses that light nothing, and the platform's little three-dimensional mochi finger drifts in to point at exactly one dot, fingertip anchored on it, hanging below and pointing up only when that dot sits on the top row. Behind that nudge the game runs an honest depth-first search across the still-dark rails and surfaces the first move of a guaranteed full completion, never the whole answer. Before you have begun it just points at the lowest valid start so it never jitters, and it vanishes the instant you touch the board.
What sets Loop apart is how honestly every figure is built. Each board is grown backwards from a random one-stroke walk, then re-simulated as if you were tracing it, so a shape only ships once the game has confirmed its own solution holds. There is genuinely no dead board here, and that trust changes how you play. You stop fearing the figure and start prodding it, dragging back a dot to peel off a wrong turn, wiping the whole thing to test a fresh opening from the other pulsing start. The leading dot even wears a tiny smiling face, and your stroke stays lit when you lift off, so you can stop, stare, and pick the line back up from the head.
The five candy worlds each pour out their own gradient wash and drifting twinkle field, from Berry pink through Citrus amber and Mint green to Ocean blue and a deep Galaxy violet, and the climb is steady rather than spiteful. Berry and Citrus hold you to plain up-down-left-right rails on small lattices while you learn to read which dot wants to lead. From Mint on, diagonal corner-to-corner rails join in and the constellations spread wider, ending near a dense seven-by-six finale of around thirty-six lines. Endless then drops the brakes, opening close to that final hardness with every mechanic already live and ramping upward forever.
You must light every single rail of the figure in one continuous stroke - each line exactly once, with no lifting your finger and no retracing. The counter at the top shows lit-over-total; when it reads the full count, the figure sparkles and the level is done.
A one-stroke trace is only possible from particular dots - the ones that pulse. On a figure shaped like an open path there are exactly two of them and you must begin at one; on a figure that forms a closed loop every dot pulses, so you can start anywhere.
Almost always you started from the wrong dot. If a single rail is always left over no matter how you route, restart and begin at the other pulsing dot, or rethink the order so you do not seal off a corner too early.
There are 20 hand-tuned levels in five worlds of four. Berry and Citrus use only up-down-left-right rails on small grids; Mint, Ocean, and Galaxy add diagonal rails and grow the grid and line count, ending around a 7x6 figure of roughly 36 lines.
Endless mode unlocks. It generates a brand-new figure every level with every mechanic - including diagonals - switched on from the start, and the difficulty begins near the Galaxy finale and keeps ramping up rather than resetting to easy.
Yes. Drag your finger back onto the dot you just left to take back that line, or use Undo in the settings menu. Restart, also in that menu, clears the whole figure if you want a clean slate.
Yes - the levels you have unlocked and your three-star clears are stored privately in your own browser, so they are waiting next time you play on the same device. There is no account or sign-in.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.