Mochi is a capybara on a raft, and the friends swimming behind him do the shooting. You decide one thing: which gate to take.
The gates read + − × ÷. The right one multiplies the herd; the wrong one takes half of it away. Every level is laid out before you start, so no gate is harmless — miss twice and the run is over.
Mid-run you can change which friend leads, and each one carries a different bit of garden kit — a slingshot, a sprayer, a melon cannon. Thick row coming? Call the one with the sprayer. Need something to soak a hit? Call the Turtle. That is the real move, not a decorative button.
Twenty levels across seven stretches of river, each one ending with a boss that has exactly one attack you have to learn to dodge.
How big the herd gets is your call.
One capy, a whole herd. Pick the right gate and it multiplies — or it's gone.