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Match two candy chips only when a clear lane with no more than two right-angle turns can run between them - then watch the elbow connector snap shut and pop the pair.
Mochi Link is the classic connect-the-pairs board, the one tile fans know as Onet or Shisen-Sho, dressed up in soft pastel candy chips. Each chip is topped with one of twelve cute fruits - strawberry, lemon, watermelon, blueberry, grapes, orange, green apple, cherry, kiwi, peach, pineapple and banana - and because every fruit is dealt in an even count, the whole grid can always be emptied two chips at a time. You tap a chip to lift and glow it, tap its twin, and if a legal lane joins them the pair vanishes with a sparkle.
The whole game lives in one rule: the connecting lane. Two matching chips clear only when an unobstructed route can run between them through already-empty cells using at most two right-angle turns - three straight segments at the very most. One turn makes an L; two turns make a Z or a staircase; a path that would need three or more bends simply does not count, even when the chips sit close together. That single constraint is what makes a Mochi Link board a reading puzzle: you are constantly scanning for the chip pair whose lane is still open.
There is a clever twist that catches new players out. The lane is allowed to leave the grid entirely and run through the one-cell channel that wraps the whole board, so a chip on the far-left edge and one on the far-right edge can link by sweeping up and over the top rim, or down and around the bottom. Edge and corner chips are often the easiest to clear, not the hardest, once you remember the outside lane exists.
Crucially, the chips never fall, slide, or collapse when a pair clears - the cleared cells just become empty lane and everything else stays exactly where it sat. There is no gravity and no restacking here, which is what separates Mochi Link from match-three and falling-block games: the board you study is the board you solve, and each clear only opens new lanes, never reshuffles the field under you.
The journey runs across 20 hand-built levels in five candy worlds of four boards each - Berry, Citrus, Mint, Ocean and Galaxy. Berry starts gentle with tiny four-wide grids and only three or four fruits; later worlds widen the board toward nine-by-nine, add more fruit kinds, and stop being plain rectangles - Mint introduces punched holes, then come hollow frames and rotated-diamond outlines, so lanes have to thread through awkward gaps. Clear all twenty and an endless run takes over, generating fresh boards that begin at Galaxy-level difficulty and keep climbing toward a ten-wide grid using all twelve fruits.
Behind the scenes a built-in solver checks every board - curated, endless, and reshuffled - before it ever reaches you, confirming it can be cleared all the way down. And because even a solvable board can be painted into a dead end by a careless clearing order, a shuffle button under the board re-scatters whatever chips are left into a freshly re-verified layout, and the game shuffles itself the instant the last legal lane disappears.
| Input | Action |
|---|---|
| Tap / left-click a chip | Select it as your first pick, or try to link it to your current pick |
| Drag from a chip to its twin | Link the two in one motion - a guide line follows your finger and the target chip rings when the lane is open |
| Tap your selected chip again | Deselect it |
| Tap an empty cell | Cancel the current selection |
| Tap the round shuffle button under the board | Re-scatter the remaining chips into a new, solver-verified layout |
| Settings gear | Open level select, shuffle, restart the level, or toggle music and sound |
What makes Mochi Link a reading puzzle rather than a reflex one is the single rule it lives by: two matching fruit chips clear only when a route can run between them through empty cells with no more than two right-angle turns. That is at most three straight segments, an L or a Z, never a fourth bend. So you are not hunting for matches, which are everywhere; you are hunting for the pair whose lane is still open. When a clear succeeds, the elbow connector flashes along its real route and bright white nodes bloom at each corner, literally drawing the geometry you traced in your head.
The detail most players miss is that the lane is allowed to leave the grid entirely. A one-cell empty channel wraps the whole board, so a chip on the far-left rim and one on the far-right rim can link by sweeping up and over the top or down and under the bottom, using only one or two turns out in that border ring. It quietly inverts the usual intuition: edge and corner chips are often the first you can clear, not the last. Learning to see that outside lane is the moment the board stops feeling locked and starts feeling readable.
The drag-to-link gesture is what makes the rule something you feel instead of compute. Press a chip and pull toward its twin; a coloured glow tracks under a white dashed core, an endpoint dot follows your finger, and a mint ring pulses on the target the instant a legal two-turn route actually exists. There is a second quiet tell when you tap: pick two of the same fruit with no open lane and the chip gives a small red shake and your selection hops onto it. That fail is really a free hint, telling you those two are twins but currently unreachable.
Nothing falls or restacks when a pair clears, which is the whole point of this Onet style; the board you study is the board you solve, and each clear only carves new lanes. A built-in solver checks every layout before it reaches you, the round shuffle button under the grid re-scatters the remaining chips into another verified board, and the game reshuffles itself the instant no legal lane is left. There is genuinely no lose state, only a tangle to untangle. Twenty curated levels across Berry, Citrus, Mint, Ocean and Galaxy widen from four-wide rectangles into punched holes, hollow frames and tilted diamonds, then an endless run climbs toward a ten-wide board using all twelve fruits.
They must carry the same fruit, and a lane must run between them through empty cells turning no more than twice - so the connector is at most three straight segments meeting at one or two right angles. A route needing three or more bends will not clear the pair, even if the chips look close.
The lane is allowed to leave the grid and travel through the one-cell channel that wraps the whole board. So a chip on the left rim and one on the right rim can connect by sweeping up and over the top, or down and around the bottom, using only one or two turns out in that border lane.
No. Mochi Link uses a static board with no gravity - a cleared cell simply becomes empty lane and every other chip stays put. That is the Onet / Shisen-Sho style; it is not a match-three or falling-block puzzle, so each clear only opens new lanes rather than reshuffling the field.
It keeps the exact same set of remaining chips and only re-scatters their positions into a fresh layout that the built-in solver has confirmed is fully clearable. It is a rescue for a tangled board, not a way to swap in different fruits. The board also shuffles itself automatically the moment no legal lane is left.
Same fruit is only half the rule - there also has to be an open lane between them with at most two turns. If the route is blocked by other chips or would need too many bends, they cannot clear yet. Often clearing a nearby pair first carves the lane that lets them link.
Endless mode unlocks. It generates fresh boards starting at the hardest curated difficulty - a nine-wide grid with ten fruits and a shaped mask - and keeps ramping up toward a ten-wide board using all twelve fruits, cycling through the hole, frame and diamond shapes so no two endless boards feel the same.
Yes, completely free and no sign-up. Mochi Link runs right in the browser with no download, and your unlocked levels are stored locally on your own device, not on any server.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.