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Rebuild a tower of candy rings on the star-marked goal peg, lifting them one at a time and never letting a fat ring rest on a skinny one.
Mochi Rings is a pastel Tower of Hanoi puzzle. Glossy candy posts rise from a single base bar, and a stack of donut-shaped rings starts piled largest-at-the-bottom on one of them. The peg you are aiming for wears a soft pulsing halo on the floor and a little star bobbing over its top - a wordless 'put them here' cue that fades away the moment the last ring lands. Your task is to carry the whole tower across to that goal peg.
Only two rules govern every move, and they are the heart of Hanoi: you may lift only the top ring of a peg, one ring at a time, and you may never set a larger ring on top of a smaller one. Tap a peg and its top ring floats up and hovers, gently bobbing; the pegs it can legally land on light up with a pulsing outline so you are never guessing. Tap a glowing peg to drop it (each placement chimes - a smaller ring pings higher, a fat one thunks lower), or try an illegal stack and the ring bounces back with a buzz and a little shake.
There are 20 hand-built levels grouped into five candy worlds, four levels each: Berry, Citrus, Mint, Ocean, and Galaxy. The ring count climbs as you go - three rings in Berry, four in Citrus, five in Mint, and from Ocean onward a fourth peg slides in to keep the taller five-, six-, and seven-ring towers manageable. Each world has its own colour palette and gradient sky, and the source and goal pegs shuffle around between levels so you cannot just memorise one sequence of moves.
Clear all 20 and Endless mode opens up: an unbroken run of generated four-peg towers that begins at the seven-ring difficulty of the final Galaxy level and ramps from there (climbing toward nine rings as you push deeper), cycling back through the five world themes. Because every board is a genuine Tower of Hanoi position - rings stacked on a source peg, a different goal peg - it is mathematically guaranteed to be solvable and never starts already finished. A one-tap Undo and a Restart let you experiment without fear, there is no move limit and no timer, and finishing any level lights up all three stars.
| Input | Action |
|---|---|
| Tap a peg | Lift its top ring so it hovers, ready to place |
| Tap a glowing peg | Drop the hovering ring there (only legal pegs glow) |
| Tap the source peg again | Set the lifted ring back down (cancel) |
| Press and drag | Pick up a ring and release it onto another peg |
| Z or Backspace | Undo your last move |
| R | Restart the level from its starting stack |
| Space or Enter | Jump to the next puzzle from the win card |
| Settings (gear) | Sound toggle, level select, Undo, and Restart |
Mochi Rings hides a centuries-old logic puzzle inside something that feels like tidying a shelf of sweets. The Tower of Hanoi has a brain-teaser reputation, but here it never lectures. Glossy donut rings bob when you lift them, the goal peg breathes a soft floor halo with a star bobbing overhead, and a dashed candy outline ghosts the finished tower right where it belongs. Cleverly, that ghost fills in with real candy as you stack rings home, so the board quietly shows you how close you are. The famous recursion only sneaks up once your hands have learned its rhythm on their own.
The best touch is how rarely you can fail in silence. Lift a ring and every legal landing spot pulses an outline, so an illegal move is a deliberate choice, not a slip, and a bad drop just bounces back with a buzz and a shake. The placement chime carries information too: pitch climbs as rings shrink, so a small ring pings high and a fat one thunks low, letting you half-track the stack by ear. Two separate helpers wait if you stall: a downward mochi finger that points at which ring to lift next, and a lightbulb that plays one correct step for you, logged so Undo erases it like any move.
Notice the difference the fourth peg makes. Worlds one through three keep three pegs, where relocating a tall stack means the strict, almost metronomic back-and-forth of shuttling everything onto the lone spare. From Ocean onward a fourth peg slides in, and suddenly you have real choices about where to stash rings: a tall tower splits into two cheaper piles, and the punishing seven-ring boards become merely thoughtful. Because the source and goal pegs reshuffle every level, you can never memorize one fixed sequence of taps; each board makes you re-find the pattern from scratch, which is what keeps a known puzzle from going stale.
This rewards a particular mood more than a particular age. There is no timer and no move counter anywhere, so over-solving a level costs you nothing and unlimited free Undo makes experimenting weightless. A young child can grasp the two rules in seconds and lean on the finger and lightbulb; an adult will feel the satisfying click of the recursive trick and chase clean lines on the Galaxy boards. Clear all twenty and Endless opens with seven-ring towers that ramp toward nine, every one solvable by construction. The difficulty never spikes meanly. It only asks you to look one ring further ahead than last time.
You can never place a larger ring on top of a smaller one - rings always go smallest-on-largest. If you try, the ring bounces back to where it was with a buzz and a shake, and nothing is lost. Only the top ring of any peg can be picked up, and only one ring moves at a time.
The goal peg has a glowing halo on the floor beneath it and a little star bobbing above its top. Move the entire tower onto that peg to win; the star disappears once the last ring is in place. The counter at the top of the screen shows how many of the rings have made it home, like 2/5.
On the three-peg worlds (Berry, Citrus, Mint) a tower of N rings needs at least 2 to the power N minus 1 moves done perfectly - so 3 rings take 7 moves, 4 rings take 15, and 5 rings take 31. Mochi Rings never enforces that minimum and never counts your moves, so going over par costs you nothing; clearing the level always lights up all three stars.
From Ocean onward a fourth peg is added, and that extra parking spot lets you split a tall tower into two smaller piles and shuttle them across far more cheaply than the strict three-peg back-and-forth. The classic 'move the top half, slide the big ring, rebuild' rhythm still works, but with two helper pegs you have real choices about where to stash rings - which is why a six- or seven-ring board stays manageable instead of punishing.
The dial is ring count: Berry starts at 3 rings, Citrus 4, Mint 5, Ocean 5 then 6, and Galaxy 6 then 7. The source and goal pegs are also shuffled around between levels, so you can't memorise one fixed sequence of taps and reuse it.
No - and that is by design, not luck. Every board is a genuine Tower of Hanoi position: all the rings start stacked largest-at-the-bottom on one peg, with a different peg as the goal, which is always solvable and never already finished. The game even validates each generated puzzle before showing it. If you tangle yourself, tap Undo to step back one move at a time (it is unlimited and free) or Restart to reset the stack and try a cleaner route, so you can experiment without ever painting yourself into a corner.
The number of pegs is part of the difficulty, not a setting. Worlds 1 to 3 give you three pegs to keep the smaller towers simple; the fourth peg only appears once you reach Ocean and the towers grow to five rings and up. If you are seeing three pegs you are simply still in an early world.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.