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One glowing line, every candy cell, the numbers 1-2-3 hit in order: Mochi Zip is the cosy take on the connect-the-numbers path puzzle.
Mochi Zip is a one-line path puzzle. The board is a grid of rounded candy tiles, and a few of them carry numbered chips - 1, 2, 3, and so on. You tap the chip marked 1 and then drag a single glowing trail (the "zip") from one tile to the next, never lifting it, until you have done two things at once: covered every playable tile exactly once, and passed through the numbered chips in climbing order. Touch chip 2 before chip 1, or leave a single tile empty at the end, and the puzzle is not finished yet. It is the kind of quiet logic puzzle you can chew on while the trail hums a little higher in pitch with every cell you add.
There is no clock and no fail state, so nothing punishes you for thinking. If a turn was wrong, just drag the trail back the way it came - each step you retrace pops off the head one cell at a time, with a soft low pip, so you can experiment freely. Lift your finger and the half-drawn path stays put, ready to pick up again from the bright pulsing head; if you want a clean slate, the Restart option lives in the settings (gear) menu. The only counter on screen during play is a small tally of how many cells your line has covered out of the total it needs to fill.
The 20 hand-built levels are split into five candy worlds of four levels each: Berry (pink), Citrus (amber), Mint (green), Ocean (blue), and Galaxy (purple). Berry eases you in with full grids as small as 4x4 and just two chips, so the whole puzzle is simply "fill the board from 1 to 2." Citrus adds more numbered stops, then from Mint onward sleepy "cushion" tiles (drawn with little closed eyes) appear - these are walls you route around, so the board stops being a plain rectangle and becomes a shape. Ocean and Galaxy pile on chips, cushions, and size, topping out at an 8x7 grid with six numbers to hit in order.
Every board is built backwards from a real solution: the game lays down a complete winning path first and then drops the chips and cushions onto it, so a Mochi Zip puzzle is never a dead end or a lucky guess - there is always at least one way through. Clear all 20 levels and Endless mode opens up, generating brand-new boards that start at the difficulty of that final Galaxy puzzle and keep climbing - bigger grids, more chips, more cushions - for as long as you keep solving. Your unlocked levels and stars are kept in your own browser, so your progress is there when you come back.
| Input | Action |
|---|---|
| Tap chip 1 | Begin a new zip on the tile marked 1 (you can only start there) |
| Drag to a neighbour | Extend the line into the next up/down/left/right tile |
| Drag back along the trail | Retract the head one cell to undo the last move |
| Lift finger | Pause with the half-drawn path kept; press the bright head to resume |
| Gear menu, How to play | Replay the animated how-to-play demo any time |
| Gear menu, Restart | Clear the whole board and start the level fresh |
| Space / Enter | Advance to the next puzzle on the win card |
The line is the whole personality of Mochi Zip, and it is doing more than glowing. The trail renders in two passes, a wide additive haze laid under a bright core, with a dashed specular highlight that slides along its length so the path reads as something flowing rather than painted. The head is a white knob that swells and pulses, and even a single tapped cell gets its own node dot so a one-square start is still visible. Every extension fires a triangle-wave tick that climbs in pitch as the line lengthens; back the head onto the previous cell and it pops off with a lower sine pip. You hear your own route taking shape.
The puzzle underneath is a true Hamiltonian path, and the build proves it can always be solved. A randomized search lays a full-grid path first, then trims cells off both ends to carve the walls, so the survivor is the solution by construction and the chips drop onto it in order. The standout is the idle helper. Sit still for five seconds and a soft mochi hand fades in over one cell: it checks whether your drawn line is still a prefix of the real path and points at the next cell to extend into, or, if you have diverged, at the cell behind the head to back up toward. Top-row targets get pointed at from below so the hand never spills into the badge.
The worlds are a clean difficulty dial rather than reskins. Berry runs full four-by-four grids with only a 1 and a 2, so the task is simply filling the board end to end. Citrus stacks on more numbered chips, then Mint introduces the sleepy cushion tiles, drawn with little closed eyes, which the line cannot enter, turning the rectangle into an irregular room you thread around. Ocean and Galaxy keep adding chips, cushions and size until you are routing one line across an eight-by-seven board through six numbers, planning which corner the trail is allowed to finish in.
There is no timer, no fail state, no score, only a small cells-covered tally that tells you when a route has quietly stranded a tile it can no longer reach. A chip lights with a halo the instant the line reaches it in proper sequence, which is the only feedback that you are on track. Because retracting is free and the half-drawn line is kept the moment you lift off, the natural rhythm is to commit a stretch, eye the tally, peel back what dead-ends, and keep the part that works. Clear all twenty curated levels and Endless generates fresh boards seeded from Galaxy's hardness and climbing past it.
Hitting all the chips is only half of it - the same single line also has to cover every plain candy tile exactly once. If your trail reaches the last number but leaves even one tile empty, the puzzle isn't solved. Conversely, you can fill the whole board and still not win if you passed a chip out of sequence. Both conditions - total coverage and 1-2-3 order - have to land together on the same unbroken line.
Yes, completely. The line has to start on chip 1, reach chip 2 before any higher number, then 3, and so on, ending on the highest chip. If your route would hit chip 3 before chip 2, that path can't be the winning one - it'll never trigger the clear no matter how the rest looks. Plan the visiting order of the numbers first, then worry about filling the gaps between them.
No. Mochi Zip is solved by exactly one continuous trail that never lifts and never crosses itself. You can only ever start on chip 1, and from there each new tile must be orthogonally next to the head. There's no way to place a second, disconnected stroke, so every cell you want to cover has to be reachable along that one unbroken route.
They're cushions - soft sleepy blocks that sit on the grid but are not part of the puzzle. Your line can't enter them and doesn't need to: 'cover every cell' means every cell except the cushions. They first appear in the Mint world (levels 9-12) and grow more numerous through Ocean and Galaxy, carving the plain rectangle into an irregular room you have to thread around.
Drag the glowing head back onto the tile right behind it and that last cell pops off the trail with a soft low pip; keep dragging backward to peel off as many cells as you want. Nothing penalises retracing, and whatever earlier path you keep stays lit, so it doubles as an eraser while you test a different turn. To wipe the board entirely, open the gear menu and pick Restart.
None of those. There's no clock, no fail state, and no score - the only thing shown while you play is a small count of how many cells your line has covered out of the total it needs to fill. Clearing a level always gives three stars. Mochi Zip is built as a calm think-it-through puzzle rather than a race or a high-score chase.
Each endless board is constructed backwards from a real winning route - the game lays a complete path first, then drops the cushions and numbered chips onto it - so there's always at least one valid solution and never a dead end. Difficulty starts at the hardness of the final Galaxy level (8x7, six chips) and keeps climbing with bigger grids and more chips and cushions as the puzzle number rises, so it never snaps back to the easy 4x4 boards or flattens out.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.