Home›Mochi Color
Paint a candy map with just four colors so that no two regions touching along a border ever share the same paint.
Mochi Color is the classic four-color map puzzle dressed up as candy. Each level is a small grid quietly carved into contiguous blobs - the regions - and your one job is to paint every region so that no two regions sharing a border wear the same color. The whole game runs on a single gesture: tap a region and it cycles through the four paints. There is no color picker and no dragging - just tap, and tap again to change your mind.
The four paints are fixed across every level and every world: pink, gold, mint, and blue, in that order. A region starts blank, the first tap makes it pink, the next gold, then mint, then blue, and a fifth tap clears it back to blank so you can try again. That wrap-around is the heart of the puzzle. With only four crayons in the box you cannot just give every region its own color; you have to reuse them cleverly around the map.
Because every board is a flat grid map, the famous four-color theorem promises that four paints are always enough - and Mochi Color does not take that on faith. Before a level is ever shown to you the game builds the region adjacency graph and runs a backtracking solver to PROVE a clean four-coloring exists; any layout that fails is thrown out and a new one is generated. So the board always arrives completely blank and always has at least one tidy solution. You are building the answer from scratch, never untangling a half-finished mess and never handed an impossible map.
When two bordering regions end up the same color they both flash a pulsing red outline, so a clash is impossible to miss and there is no hidden mistake to hunt for. There is no timer, no move limit, and no way to lose - you simply keep tapping until every region is filled and every red outline is gone. The moment the map is clean a five-note arpeggio plays, a bright shimmer sweeps across the board, sparkles burst from each region, and you collect all three stars. It is a calm, tidy little logic game you can pick at for one puzzle or settle into for a long quiet streak.
There are twenty hand-built levels split into five candy worlds - Berry, Citrus, Mint, Ocean, and Galaxy, four levels each - and the difficulty grows by giving you a bigger grid and more regions to juggle: the opening Berry board is five regions on a tiny three-by-three grid, while the final Galaxy board packs twenty-two regions onto an eight-by-nine grid. Clear all twenty and an endless mode keeps generating fresh maps that ramp even further, so the supply of puzzles never runs out.
| Input | Action |
|---|---|
| Tap / click a region | Cycle its paint: blank, then pink, gold, mint, blue, and back to blank |
| R or Backspace | Wipe the whole map back to blank to start the coloring over |
| Space or Enter | Advance to the next level from the win card |
| Gear (settings) button | Open settings to mute sound, open level select, or clear all colors |
| Home (back) button | Leave the game and return to the Anime Mochi home page |
What lands first about Mochi Color is that the board is already a finished object before you touch it. Each region is traced out of its grid cells, every corner rounded by repeated corner-cutting passes, then the whole silhouette is pulled inward so a thin cream channel runs between it and its neighbors. The effect is candy that interlocks, every bulge mated to a matching dent, exactly like the icon. And the pieces do not simply appear when a level loads. They scale up from their centers one after another in a staggered cascade, so arriving at a fresh puzzle feels like a hand being dealt.
The loop is calm because it removes everything you could be punished for. One tap cycles a region blank to pink to gold to mint to blue and around again, and the four paints each carry their own rising pitch, so working a region plays a little ascending chime under your finger while clearing it back to blank gives a soft pop. There is no palette, no drag, no clock, no move counter, no fail. When two bordering regions match, both pulse a red outline that the game offers as a pointer, not a penalty. Recolor either one and the warning dissolves on its own.
The real craft hides under the surface. Every board is grown by a multi-source flood that carves connected blobs, then run through a backtracking four-color proof before it ever reaches you; any layout that cannot be cleanly colored is discarded and reseeded. So the map always lands fully blank and always has a tidy answer waiting. Difficulty rises the honest way too, through larger grids and denser tangles rather than faster timing, from five regions on a three-by-three opener up to twenty-two crammed onto an eight-by-nine Galaxy board. Clear the twenty curated levels and an endless generator keeps the supply of provably solvable maps flowing.
It suits a specific register. This is a game for a few unhurried minutes, or a long quiet streak where your hands stay busy and your mind ticks gently along. It is also kind to a player too young to read, helped by one quietly smart touch: idle for a few seconds and a soft mochi finger drifts over to tap the region most boxed in by already-painted neighbors, steering you toward the move that actually constrains the rest. The win, when it comes, is a five-note arpeggio, a bright shimmer across the whole map, and sparkles flung from every region. Modest, but genuinely earned.
Every region on the map must be painted, and no two regions that share a border may use the same color. You have exactly four paints - pink, gold, mint, and blue - and the puzzle is figuring out how to reuse them so that touching regions always differ.
Yes, every time. The boards are flat grid maps, and the four-color theorem proves four colors are always enough. Mochi Color goes further: it runs a solver to confirm a valid four-coloring exists for each board before showing it to you, and discards any layout that cannot be solved, so you are never handed an impossible map.
Just tap the same region again. Each tap moves it to the next paint - pink, gold, mint, blue - and one more tap clears it back to blank. To wipe the entire map and restart the coloring, press R or Backspace, or use Clear all colors in settings.
No. Only regions that share an actual edge are considered touching. Two regions that meet at a single corner point are allowed to be the same color, so you never need to spend a paint avoiding a diagonal touch.
It marks a clash: two bordering regions currently share the same color. Both regions glow red so you can spot the problem instantly. There is no penalty for it - recolor either one of the pair and the outline disappears.
There are twenty curated levels across five worlds, from a 5-region opener up to a 22-region finale. After those, endless mode keeps generating new maps that ramp the grid size and region count higher than the curated set, so the puzzles never run out.
No. Mochi Color has no timer, no move counter, and no fail state. Completing any level always awards all three stars, and the only goal is a fully painted board with no clashes - take as long as you like.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.