Ten moves, one fixed target

Momo Pop

Momo Pop is a 100-level match-3 board. Level 1 hands you 10 moves on a 4-by-6 grid and asks for 1,200 points, and the build's own how-to reads "Combine three or more pieces to make a match."

LevelLoop wrote this play brief. The playable file, artwork, and runtime are delivered by an external game service. LevelLoop keeps supporting rights records for the catalog on file.

ShelfPuzzle
Momo Pop

The splash screen and the board rules

One board, a move budget and a fixed target

The game opens on a portrait title poster — the MOMO POP wordmark over a cartoon cow and a windmill — with a single round play button in the middle. The build runs a 1080×1620 stage, so the poster is letterboxed inside the browser canvas. Behind that splash the build is a match-3 board, and the rule text is the build's own: "Combine three or more pieces to make a match." and "Swipe to move piece."

Momo Pop title poster with the MOMO POP wordmark, a cartoon cow and windmill, and a round red play button
Observed 2026-10-04 in Chrome at 1280×800: the title poster carries the MOMO POP wordmark and one round red play button, letterboxed inside a portrait canvas because the build runs a 1080×1620 stage. Nothing on this screen prints a score, a level number or a move count.

What level 1 actually asks for

The first level is small and honest about it: a board of 4 rows by 6 columns, 10 moves, five piece colours and a score target of 1,200. The in-board overlay on that level says "Drag to swap the pieces.", so the very first thing the game teaches is the swap rather than the mission.

Five mission types, not one

What each level is really asking for

The build ships 100 levels and only some of them are score chases. Across the set the missions break down as jelly on 25 levels, score on 22, key on 20, colour on 19 and corn on 14. Each one has its own help panel, and the wording is again the build's own: "Clear all jellies on the grid by matching the pieces above them." for jelly, "Collect key items by dropping them to the lowest cells." for key, "Collect corresponding pieces by matching them." for colour, "Turn all corns to popcorns by matching nearby pieces." for corn and "Achieve the target score with given moves." for score.

Where each mission starts, and how the boards grow

The game introduces them in order rather than mixing everything at once. Levels 1 to 10 are all score chases, jelly arrives at level 11, key at 21, colour at 31 and corn at 41; after that the missions interleave. The board size grows with them, from the 4-by-6 opener to a full 8-by-8 grid that 62 of the 100 levels use. Colour count moves the same way, from 4 colours on the early boards to 6 later, which is the build's maximum.

Moves, stars and special pieces

Spend the budget, then build the striped piece

The move budget is the level's whole clock: 10 moves at level 1, stepping through 15, 20, 25, 30, 35, 40 and 45 to a ceiling of 50 at the top of the ladder, and most of the set sits between 20 and 40. The shipped table has one outlier, level 82, which carries 3,535 moves instead. Running out with the target unmet ends the round on a YOU LOSE panel with a retry button; clearing the mission shows YOU WIN with the score and the stars you banked.

Three stars, and the score bar that marks them

A level carries three star thresholds and the in-game score bar draws a marker for each of them, so the stars fill as the score crosses. Level 1 sets them at 1,200, 1,350 and 1,500 — the first star matches the 1,200 mission target exactly — and they scale all the way to 76,400, 83,900 and 89,900 on level 100. The budget to reach them stays small, which is why three stars is a tighter ask than simply clearing.

Special pieces are the tool for that gap. The build's help panels state the rules: "Match four or more pieces to create a special piece.", "These pieces can also be activated by dragging them towards each other." and "Combining different special pieces will produce even more special effects." The level-2 overlay adds the concrete case: "Match 4 or more pieces to create a special striped piece." Only levels 1, 2, 3, 4, 5, 15, 25 and 41 carry those overlay lessons, so the rest of the run expects you to know them.

One dialog is worth knowing before it surprises you. Quitting while moves remain asks "Do you really want to quit?", but quitting after the budget is spent drops you straight out without the question.

Board FAQ

Moves, missions and stars in Momo Pop

These answers stay with what the build prints: a fixed move budget, five named missions, and three star thresholds marked on the score bar.

How do I control the swap?

Drag or swipe a piece into a neighbouring cell. The how-to panel reads "Swipe to move piece." and the level-1 overlay reads "Drag to swap the pieces." Matching three or more in a line pops them; matching four or more leaves a special piece behind.

How long is a level?

By move count, not by clock. Level 1 gives 10 moves and the top of the ladder gives 50, with most levels between 20 and 40. When the budget empties the round is scored, and YOU WIN or YOU LOSE appears with a retry button.

What are the five mission types?

Jelly appears on 25 levels, score on 22, key on 20, colour on 19 and corn on 14. Levels 1 to 10 are all score chases; jelly starts at level 11, key at 21, colour at 31 and corn at 41.

How do the stars work?

Each level has three thresholds and the score bar draws a marker at each one. Level 1 sets them at 1,200, 1,350 and 1,500; level 100 sets them at 76,400, 83,900 and 89,900. The first marker is normally the mission target, so one star is clearing and three stars is a separate, tighter ask.