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Peel a stacked candy pyramid down to nothing in this gentle Mahjong-solitaire matcher - tap two free sweets that wear the same shape and watch the layers fall away.
Mochi Tiles is a Mahjong-solitaire puzzle wearing soft candy colours. Each level builds a little pyramid of tiles stacked in shrinking layers, and you clear it by matching identical candies two at a time. Tap a free tile so it lifts and rings, tap a second free tile wearing the same candy, and the pair pops in a sparkle with a chime that climbs a note higher every match. Tapping a different free tile just moves your selection; tapping the lifted tile again sets it back down. The board is solved the instant the last tile leaves it.
What counts as "free" follows the real Mahjong rule: a tile can be matched only when nothing in a higher layer is resting on top of it and at least one of its left or right edges on its own layer is open. Free tiles glow bright cream while blocked ones sit dim and greyed, so you always know which sweets you can touch. Because each higher layer is narrower and nudged up and to the left, the tower keeps reshaping as you peel it - clearing the exposed ends and the top first uncovers the candies hidden beneath.
The nine candy faces are hand-drawn as distinct shapes - a dot, heart, star, droplet, leaf, ring, rounded square, triangle and flower - each in its own colour and each a little smiling mochi with sparkly eyes and rosy blush. That double cue of shape plus colour means a player too young to read can still tell a heart from a star at a glance, and a level that uses, say, six candy types simply uses the first six in that fixed order, so fewer types means an easier match.
The whole board sits in a calm, moonlit Japanese garden - a glowing paper lantern and a torii gate on gentle hills, sakura branches in the corners, and cherry-blossom petals drifting by - so clearing the pyramid feels like a quiet evening outdoors.
There are 20 hand-built levels across five candy worlds - Berry, Citrus, Mint, Ocean and Galaxy, four levels each. Difficulty climbs along three dials at once: more tiles, more stacked layers, and more candy types. The opening Berry board is a gentle two-layer pile of around a dozen tiles using five candies; by the Galaxy world you are unstacking five-layer constellations of roughly a hundred tiles drawing on all nine candies. Past level 20 an Endless mode takes over, generating fresh boards forever with every candy type switched on from the very first one and the board size ramping up as the level number grows, cycling through the five world themes.
Every board is built to be guaranteed solvable - the game lays out a real clearing order first, then validates it before you ever see the puzzle - and it is engineered so you can never get permanently stuck. A one-tap Undo rewinds your last match (it is unlimited, all the way back to the full board), Shuffle re-deals the remaining candies into a brand-new solvable arrangement, and if your own choices dead-end a board the game quietly recovers for you: it reshuffles the faces, or rewinds a few moves to free up locked tiles, so a fresh match always appears. Clearing a level always awards three stars, your furthest level unlocks the next, and a level-select grid lets you jump back to any candy world.
| Input | Action |
|---|---|
| Tap / click a free tile | Lift it as your selection; tap a matching free tile to clear the pair |
| Tap the lifted tile again | Set it back down (deselect) |
| Tap empty space | Cancel your current selection |
| Z or Backspace | Undo your last cleared pair |
| S | Shuffle the remaining tiles into a fresh solvable board |
| Settings button | Open Undo, Shuffle, the level grid and the music and sound toggle |
| Space / Enter | Start the next level from the win card |
What makes Mochi Tiles feel like an object rather than a grid is how it handles depth in your hand, not just on screen. Higher layers sit narrower and nudged up and to the left, casting a soft shadow and a thin extruded lip, so the tower genuinely overlaps itself. When two stacks crowd the same spot, a tap always lands on the topmost tile your finger covers, picking by layer first. That one rule means you read the pile downward, eye drawn to the cream tiles that glow free against the dim grey ones still pinned beneath something.
Selection has a small, deliberate language of its own. The tile you pick lifts and bobs with a pulsing halo in the world's accent colour and answers with a soft triangle pick note, distinct from the rising chime a real match makes. Tap it again and it settles back down; tap a different free tile and your choice simply moves across. Tapping a blocked sweet earns a short square buzz and a shake instead of a clear. None of it needs words, which is the point of a matcher built so a child can pair a heart with a heart before they can read either name.
The anti-stuck logic is smarter than just a shuffle button. The game tells two kinds of dead-end apart. If free tiles exist but none share a face, it quietly re-deals the remaining faces into a fresh solvable spread. But if too few tiles are even reachable, a shuffle cannot un-pin anything, so it instead rewinds your moves a step at a time until the board has real freedom again, then re-deals. It deliberately undoes until several tiles are free, so it never drops you straight back into the same trap.
The help is patient rather than pushy. Idle five seconds, or fumble half a dozen fruitless taps, and a single mochi finger drifts in to point at just one tile of a matchable pair, never both, so it nudges without solving for you. The hand even flips to point downward for tiles low on the board so it never spills past the edge. Across the five candy worlds, difficulty climbs on tile count, layers, and shape variety together, rewarding the patient read over speed. It suits a wind-down session, and endless boards past level twenty keep that calm climb going.
A tile is free when nothing in a higher layer is resting on top of it and at least one of its left or right edges on its own layer is open. Free tiles glow bright cream; blocked tiles stay dim and grey until you clear the candies around them.
Tap a free tile to lift it, then tap another free tile wearing the same candy shape - both pop with a sparkle. Tapping a different free tile moves your selection instead, and tapping the lifted tile again puts it back down.
No. Undo rewinds your last match (unlimited, right back to the full board), Shuffle re-deals the remaining candies into a fresh solvable layout, and if your moves dead-end a board the game recovers on its own by reshuffling or rewinding until a new match exists.
There are 20 hand-built levels across five candy worlds, four per world. After level 20, Endless mode generates new boards forever with all nine candy types active from the first one and the board growing larger as you climb, rotating through the five world themes.
Difficulty ramps three ways at once - more tiles, more stacked layers, and more of the nine candy types in play. Berry starts at around a dozen tiles in two layers with five candies; Galaxy reaches roughly a hundred tiles in five layers using all nine.
Clearing any level always awards three stars - there are no time or move thresholds. Finishing a level unlocks the next one, and the level-select grid shows your stars so you can replay any board.
Yes. Your unlocked levels and earned stars are stored on your own device in the browser, so you can shut the tab and pick up later. Clearing your browser data or using a different device or private window starts fresh.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.