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FORGOTTEN MOZHI

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A member registered Aug 17, 2025 · View creator page →

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Thank You!

Glad you you had fun!

this is probably the only game with the most accurate theme implementation in this jam, Great work!!

Yoo, this was amazing! i got completely locked into it and ended up playing for at least 20 minutes, mostly because of Level 3. I think you should definitely mention in the description how the second larva is affected when the first one gets trapped. Even though you explained it in-game, I couldn’t quite grasp what you meant at first. Aside from that, everything was fantastic, the puzzles were really well designed, and I managed to complete all six of them. The narrative, artwork, and effects were super impressive!Great work!!

It’s amazing, I played it for about ten times, but couldn’t get past level 23. Honestly, the chain attacks were really impressive. In my first few runs, I was getting knocked out around levels 5–7, and I kept thinking WASD controls were necessary… until the chain attacks came in and completely changed the game!🫀

the art was really cool and so was the theme implementation, although i think a bit of more polishing in a few areas could improve the game, like the difficulty and the under pressure factor when hit by ants cuz 3 hit's by ants cause us to get out of control and i think the time period when we aren't in control is too long, but overall it's really cool game, and loved the cookie's sprite  

loved it, I’ve never seen a cuter fire! Adding that element was definitely a brilliant idea it gave the game that extra spice. The overall artwork was impressive and really fun . That said, I do think the game could benefit from a punishment factor when too many tasks are misplaced, just to balance the challenge a bit more.

it was really good, and art was pretty clean. Although i think few things can be improved, like there's just one spanner and that too, it was hidden in the corner, and also maybe when player goes near npc or object then show E there aswell!! 

for a game made in 3 hours, it's super impressive!

Thank you very much, loved seeing you play the game live and yes will surely work on the potholes..Hope to see you again in a livestream!!

thank you, will sure do!!

yes i agree, keeping potholes the same color with any highlighting was 100% a wrong idea, will surely change it after the jam ends, thank you!

Yoo, it's an amazing game, the concept was great and the art work here was just fire🔥. there are certain areas that need fix like the walking on the wall mechanic, and the overall key bindings and also the sudden stop of game to remove a key is kinda annoying actually..

Thanks so much for the feedback! I definitely need to work on fixing the potholes. And yes, sometimes the Rat King jumpscares you if you’re on the last move while completing the level that’s a bug I couldn’t fix in time, but I’ll make sure to sort it out after the jam ends. Once again, thank you!

Thanks a lot for the feedback! yes, i definitely need to rework the potholes, and I’ll make sure to do something about the jumpscares as well.

i really loved playing your game, it was amazing!! The game looked kinda like an prototype of a big industry game, the puzzles were great and the main character was really really cute!!

It’s a super cool game! I really love the art style and the UI, it actually feels like I’m playing on mobile because of how well the visuals, interface, and overall ambience are designed. I noticed you’ve added yellow stars to show where the dots are, which is helpful, but in the later levels they can be hard to see. Maybe adding a hover or tween effect to make them stand out more could improve visibility.

It’s pretty good, the concept was great and the artwork too. However, sometimes when I try to drag a crew member while moving, I miss them, and it happens quite often. Adding a feature like being able to hover over when arrow near a crew member to select them might help.

Thanks for the feedback! When I was making the game, my main idea was for players to memorize the pothole destinations and replay the levels multiple times. But now I understand the frustration it is  causing. As you suggested, I think adding slight colors to the portals to show their connections would make the game quite easier,  thanks a lot for the idea!!

Thank you very much for the feedback❤️. I didn’t realize that the potholes could make players feel frustrated, since I had already memorized the puzzles while testing and it felt easier for me after playing so many times. I’m really sorry for the frustration this may have caused. This was my first ever puzzle game, so I know I still have a lot to learn. Your direct feedback is really helpful to me, and I truly appreciate it☺️.

he could have  just ran away 💀

It was great, the concept was pretty good but the art work you had was just amazing🔥 and the animations were super fluid although i think you do need to write a 'How to Play' in the description, cuz i initially didn't understand the gameplay at all and thought the game was incomplete. and also, after seeing the banner on top of game i thought there gonna be 12clocks lol, if it had been then that it💀

I think this is a fantastic game, everything was top tier the art, the concept, the UI, and the ambience. The only thing I’d like to point out is the stirring mechanic. Since the stirring area is fixed to the right side, it feels a bit difficult to control.. maybe something like you can restrict the mouse movement so it only works within the stirring area, while blocking access on the left side. That way, the mechanic would feel smoother.

Oh wow, thank you so much! I’m really glad you had fun playing the game. Ocarina of Time is my absolute favorite, so hearing you compare my work to the Zelda franchise feels unreal. That kind of feedback means a lot to me, and I truly appreciate it!

Thank you so much for the feedback! I completely agree that the platforming could have been a bit more challenging. Level design is something I’m not very strong at yet, so I know I need to spend more time improving in that area. I really appreciate your reply, and it’s great to hear that you enjoyed playing!

This was by far my favorite game in the jam so far! The idea was really cool, and I loved the puzzles, super fun and well designed. Everything worked flawlessly, I didn’t face any bugs and was able to complete all the levels without issues. i think the final level was a lot easier compared to some of the earlier ones. Honestly, this game feels so perfect that I don’t even have  feedback to give for improvement.. I just had an amazing time playing it from start to finish! and am actually really inspired by this game cuz am super bad at level design

Thank you very much for the feedback, am glad you liked it!!

Thank you so much for the feedback! And yes, it’s a leaf, 😅. I’ll make sure not to keep the screen transition time too long, right now it’s about 2 seconds,  i did had my doubts on it, so your input really helps confirm that. I’m also really happy you enjoyed the story. I decided to focus purely on the theme as a narrative, and I’m glad to see that everyone is connecting with it.

It's a very impressive game, the concept was unique , and the art style was polished. It definitely has that satisfying the player factor. Initially, I misunderstood the mechanics because of those quite a few text's on the left, I thought the combo timer was the time limit for each level. It wasn’t until around my tenth attempt that I finally read the tutorial lol😅 and played again

Yes, I agree with you, I couldn’t quite capture the atmosphere this time. Am super bad at art, but I’m still learning,  I often end up making it either too pale or too complex. That said, I’ve improved a lot, and I’ll definitely keep in mind to focus more on a darker, shadowy atmosphere next time.

As for the storytelling, thank you so much for the feedback! I’m really happy you enjoyed it. I’ve done quite a few jams now, and I realized from player feedback that people often ask for a skip button or mention that the text feels too long. So little by little, with each jam, I’ve shortened the writing and refined the story. Honestly, most of my improvement has come from user feedback and jam frequency.

Honestly, I don’t think there’s anything I’d say needs improvement, especially considering it’s a jam entry. The chain mechanic is just perfect, and the screen shake effects are super cool, it all feels really polished. If you plan to improve it post jam, the most probable areas could be refining the UI and maybe making the green fire from enemies shoot a bit faster. Other than that, it’s just perfect!  

I loved the game🔥💧, it was amazing! The puzzles were so nicely done, and the pull mechanic you added is just unbelievable. In my second game jam an year ago i had characters similar to yours and  it made me feel nostalgic. . Btw, did we just kill our fire friend at the end? 😭

It was fire 🔥, the game mechanic was perfect, the art was top notch, and overall it was really well done. The chain reactions were super satisfying. I died a few times, but eventually completed the boss level too. It showed that I finished in 1 minute 18 seconds or so, but I’m pretty sure it took longer than that. Maybe the timer resets each time you die?

It’s a really cool game! The core mechanic is amazing, and the level design with the glowing holes was innovative. The overall art and polish of the game are class. I actually stood near doors and enemies, circling around, and then making a run, which triggered multiple reactions, and that actually made the game super easy. The final boss felt a bit too easy though and i think Level 5 and the one with three armored enemies were actually tougher in comparison.

it was impressive, i used to play a similar game like this and it reminded me of that, the only thing is that the difficulty of levels seem to increase very quickly

The sequencing and precision of the chain on the enemy was seamless. And the background music you used really took me back because it was the same track i used for my very first game jam.🥹

it's a pretty good game, i think my results would have been way better but whenever i press any of the buttons on bottom left it just forced me to accept the next request but overall it was a good game and , i am really impressed that someone was even able to pull this kind of game for a 3 day jam

it was amazing🔥, i was just amazed by how well the level's puzzles where..i wasn't expecting this kind of gameplay when i saw the thumbnail, it was fire!!

Actually, I did use the shockwave feature, I was just spamming it. My point was that the shockwave itself didn’t feel very impactful. Sometimes it would just push a virus in a random direction where there were no others, and other times it even sent viruses out of the frame. Maybe introducing something like a pressure bar could make the mechanic feel more controlled and strategic..🦠

Thank you so much! I’ll definitely look into it. It feels really professional to have this kind of developer-to-developer discussion, and I truly appreciate the help , it means a lot to me :)