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A cozy wave-defense bowling game on a perspective candy lane - cute mochi pins march down toward you on little legs, and you roll unlimited dead-straight balls to knock them down before they reach your feet.
Mochi Bowl is bowling reimagined as a gentle wave-defense game. The lane is a trapezoid drawn in real perspective - wide and near at the bottom of the screen, where your candy ball waits at the foul line, narrowing to a far strip at the top, with a gutter running down each side. Instead of a single static triangle of pins, cute white mochi pins now spawn in small triangle racks - a head pin leading the rows widening behind it - at the far end and wiggle straight down the lane toward you on little legs, taking about ten seconds to cross it. You have unlimited balls: press the lane where you want the ball to go and hold to charge power - the longer you hold, the more power and the longer the aim arrow grows - then let go to roll it up the boards - scaling smaller as it travels - to knock the marching pins down before they reach you. A ready ball always waits at the foul line, so the instant you release one you can aim and throw another - there is no delay, and several balls can roll up the lane at once.
The aim is perfectly honest. A dotted guide shows the ball's real path up the lane, and the ball travels dead-straight along it with full authority - there is no lane oil, no curve, and no perspective drift, so where the arrow points is where the ball goes. Because you press the exact point you want the ball to go, the aim stays completely predictable, which puts the skill in reading the incoming wave and leading your roll rather than fighting a wandering line. The HUD stays minimal: just your three hearts and a paw-print count of how many pins are still left to clear, with no running score during play.
Although the lane is drawn in perspective, the physics runs on a flat top-down version of it, which is what makes the pins behave. Across the lane is one axis and up the lane is the other; the ball and every pin are circles. When the ball strikes a pin it transfers momentum and the pin slides off its line, and a moving pin can knock the ones beside it, which knock theirs - so a solid hit into a clustered group can chain-react through several pins and topple the whole bunch in one roll. Each top-down position is projected back through the lane's trapezoid for drawing, with sprites scaled by depth, so a believable tumble underlies a clean perspective picture. A ball that slides off into a gutter is a harmless miss.
A red dashed danger line sits across the boards at your feet. If a standing pin marches past it, it has gotten through and you lose one of your three lives - but a whole clump arriving together costs only a single life, not one per pin, so one missed wave never wipes you out on its own. Lose all three lives and the level fails and lets you retry it from the start. Clear every wave - knocking down all the marching pins across all of the level's waves - with at least one life left and you win the level with three stars and a celebratory sparkle-and-flash flourish. There is no per-level pin target, no strike or spare, and no two-ball frame any more; it is simply unlimited balls against the advancing waves.
The 20 hand-tuned levels split into five colour worlds of four each - Berry, Citrus, Mint, Ocean, and Galaxy - and the difficulty ramps along four dials: the number of waves you must survive, the number of pins per group, how fast the pins march, and how little time passes between waves. Berry starts with a few small, slow groups so you can learn to defend; later worlds send more and bigger groups, arriving faster and closer together, until Galaxy throws long, dense waves at a quick march. Clear all twenty and an endless ladder opens that ramps more, bigger, and faster waves from its very first round instead of resetting to easy. Every menu is a tidy HTML overlay over the canvas, your unlocked levels and stars save automatically in your browser, and it runs instantly with no download and no account.
| Input | Action |
|---|---|
| Aim the ball | Press the point up the lane you want to bowl toward, or pull back from the ball like a slingshot - drag back-left to send it forward-right. Either way the dotted aim arrow shows exactly where it will roll |
| Hold to charge power | The longer you hold, the more power: the aim arrow grows longer (green to red) the more you charge |
| Release | Roll the ball straight up the lane to knock down the marching pins. Balls are unlimited; after each throw a fresh ball drops in from above, and you can queue your next aim so it fires the instant it lands - many balls roll up the lane at once |
| Space / Enter | Advance to the next level from the win card |
| Settings button | Open the sound toggle, the How to Play demo, and the level select menu |
| Home button | Return to the Anime Mochi home screen |
The heartbeat of Mochi Bowl is a lane under siege. Cute white mochi pins do not stand politely in a triangle any more - they spawn in little triangle racks - a head pin leading, rows widening behind it - at the far end of the lane and wiggle straight down toward you on stubby legs, taking about ten seconds to march the length of the boards, and the moment one clump is dealt with the next wave is already on its way. Your candy ball waits at the foul line at the wide near end, and your whole job is to roll it up the lane and knock every marching pin down before it reaches your feet. There is no frame, no two-ball turn, no pin target to hit - it is one continuous defense against wave after wave of advancing mochi, and you either hold the line or you lose it.
Your weapon is an endless supply of bowling balls and a perfectly honest aim. Press the lane where you want the ball to go and hold to charge power - the longer you hold, the more power and the longer the aim arrow grows, tinting green to red as it charges; a dotted guide marches up the boards showing the ball's real projected path, and the ball travels dead-straight exactly along it, with no oil, no curve, and no perspective drift. Where the guide points is where the ball goes, every single time. Because you press the exact point you want the ball to go, you are never fighting a hidden bend - reading the incoming wave and leading your shot, not wrestling a wobbly aim, is the skill. A ready ball always sits at the foul line, and the instant you release one you can aim and throw another - there is no delay at all, so you can fire as fast as you like and send many balls rolling up the lane at once.
Under the pretty perspective picture runs an honest flat top-down simulation, and that is what turns one good roll into a wipeout. Ball and pins are circles in lane space; a struck pin takes a real impulse, slides off its line, and slams into its neighbours, which slam into theirs - so a clean shot into a packed group can chain-react through several pins at once and clear the whole clump in a single roll. Because each group marches in a tight triangle rack with its apex pin out front, aiming into the middle of a cluster pays off far better than picking off one pin at a time, and a ball that drifts off the lane into a gutter is just a harmless miss that costs you nothing but the roll.
What raises the stakes is a red dashed danger line drawn across the boards at your feet. If a still-standing pin marches past it, it has gotten through, and you lose one of your three lives - though a whole clump arriving together only costs a single life, not one per pin, so a missed wave stings without instantly ending the run. Lose all three lives and the level fails and asks you to retry it; clear every wave with at least one life left and you win with three stars and a sparkle-and-flash celebration. The twenty hand-tuned levels span five colour worlds of four each - Berry, Citrus, Mint, Ocean, and Galaxy - and the pressure ramps along four dials: how many waves you must survive, how many pins fill each group, how fast they march, and how little time sits between waves. Berry opens with a few small, slow groups so you learn the defense; Galaxy throws long, dense waves at a quick march. Clear all twenty and an endless ladder opens, ramping more, bigger, and faster waves from its very first round.
Roll your candy ball up the lane to knock down the cute mochi pins that march toward you, and don't let them reach your feet. Press the lane where you want the ball to go and hold to charge power - the aim arrow grows the longer you hold - then let go and the ball rolls dead-straight up the boards into the pins. Pins arrive wave after wave; clear every wave of a level (knock all the marching pins down) with at least one life left and you win it with three stars.
A red dashed danger line sits across the lane at your feet. If a standing pin marches past it, it has gotten through and you lose one of your three lives (the hearts in the HUD). A whole clump that crosses together only costs a single life, not one per pin, so one missed wave will not instantly end the run - but lose all three lives and the level fails and asks you to retry it from the start.
No - your balls are unlimited, with no delay at all. You never run out, and there is no two-ball frame or per-level shot count any more. A ready ball always sits at the foul line, so the instant you release one you can aim and throw another - fire as fast as you like and have many balls rolling up the lane at once to swamp the waves marching in.
Yes - perfectly straight, every time. A dotted guide marches up the lane showing the ball's real projected path, and the ball follows it precisely with full authority. There is no lane oil, no curve, and no perspective drift, so where the arrow points is where the ball goes. You simply press the exact point you want the ball to go, so reading the waves and leading your shot - not steering a wobbly line - is the skill.
The mochi pins spawn in small triangle racks - an apex pin leading, with rows widening behind it, just like a little bowling rack wiggling at you - at the far end of the lane and march straight down toward you on little wobbling legs, taking about ten seconds to cross the boards (a bit faster in the later worlds). Groups keep arriving wave after wave on a timer that tightens as you progress, so the lane is under steady, advancing pressure rather than holding still.
There are 20 hand-tuned levels split into five colour worlds of four each - Berry, Citrus, Mint, Ocean, and Galaxy. The difficulty ramps along four dials: how many waves you survive, how many pins fill each group, how fast they march, and how little time sits between waves, from Berry's few small slow groups to Galaxy's long, dense, quick waves. Clear all 20 and an endless ladder opens that ramps more, bigger, and faster waves from its very first round instead of resetting easy.
Mochi Bowl shares the load-power-and-release feel of games like Mochi Golf and Mochi Hoops - press where you want the ball to go, hold to charge power, and let go. What makes Bowl its own thing is that it is really a wave-defense game: instead of a single tidy shot at a still target, you fire an endless stream of dead-straight rolls to hold back groups of pins marching at you across a physics-linked lane, defending three lives until every wave is cleared.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.