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Nordstrom Manor's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Relevance to the theme | #24 | 3.385 | 3.385 |
| Metroidvania | #29 | 3.308 | 3.308 |
| Overall | #38 | 3.015 | 3.015 |
| Execution | #45 | 2.769 | 2.769 |
| Enjoyment | #50 | 2.769 | 2.769 |
| Sensory | #53 | 2.846 | 2.846 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme interpretation and application
The theme I chose to follow was Controlled Side Effects, and I interpreted it by having the player character's max health be reduced if you overused certain abilities, with the ability to regain the lost health at the cost of mana.
Team/Developer
YaBoiBrainz, Solo
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Comments
Nice game! Music, visuald and atmosphere is really great. Walking/runing felt a bit slow and the healing spell didn't refill my "locked hearts" which I'm not sure if it's a bug or intentional but otherwise than that I enjoyed it.
I'm glad you enjoyed it! I made two types of healing, one to heal max hp loss and one to just heal hp, the max hp heal both costs more and doesn't heal a lot of HP as a way to make losing max hp more punishing so it was intentional, I'll look into increasing the speed but I intentionally made the player somewhat slow since I wanted to impose some minor survival horror vibes, nevertheless I appreciate the feedback!
Nice work! I really enjoyed this, the vibe is great and I the design was good. I hit a number of bugs, the keys, stamina, and possibly more, aren’t restored on save. I got an extra stamina (at least I think that’s what it was) falling down the chimney in the house but it didn’t have an affect.
Leaving the house after entering crashed the game. I’m guessing now that this wasn’t intended but on the second floor of the house, there’s the garden view; I wall jumped out then it crashed opening the door on the far side.
The shadow enemy on the second floor on the way to the upper chimney doesn’t ever go away, I can just keep hitting it.
I couldn’t figure out how to power the two locks on the central door in the house and gave up after that.
A couple polish points, definitely wanted more feedback on hits, and at least a little motion when attacking. Probably have the doors swing in against the wall so they don’t push you weirdly as they swing open. The house entrance had a lot of z-fighting, I assume the floor and several walls accidentally got duplicated.
Again, I really enjoyed this, I got the save softlock with the first boss, so did the whole thing again, got demolished, then the whole thing again and figured out his pattern (also, some health indicator on him would be nice, though him getting clearly hit was good so I figured I’d eventually get him and I did). Would love to see this polished up!
I appreciate the feedback and the kind words, the pickup that resembled stamina was intended to be similar to a heart piece, with one in each zone, and only after collecting them all would you get an extra stamina. Crashing on trying to exit the main house area absolutely wasn't intended and I'll be sure to fix that in a post-jam update along with the shadow enemies not despawning. The large gear door in the main hall was meant to be powered on by going through the final zone but, as the final zone is unreachable, that is not possible. The textures on the opening room flickering was most likely due to how I tried to circumvent godot's automatic collisions not working properly so I'll look into that as well. As for the boss HP, I was taking inspiration from classic Zelda where there aren't hp bars and you're more meant to get a sense of how far you are in the fight by the boss's routine but definitely didn't show it on the first one so I'll probably reduce his hp for a future build. Once again, thank you for playing, I really appreciate all your feedback!
Woo, awesome work!! The lowpoly world was so charming and I loved collecting the little scraps of lore as you continue through the adventure. A really impressive scope, you guys should be proud of yourselves! The cane sword is 10/10, and the music fits super well. It'd be epic to see more of this world someday! :D
Solid submission here. I probably would have spend some more time polishing up the game logic instead of the graphics, but the vibe in this game is really unique and cool
I'm glad you enjoyed it! I'm definitely more of an artist than a programmer so some things were bound to slip through the cracks, thanks for playing!
Note: there is currently an easy way to get softlocked, I recommend going to save after picking up the first key and not entering the save room again until after the first boss is defeated, this will be fixed in a post-jam update.
Ah my apologies, I must have done something wrong. I hit two levers to light the two blue flames, saw a boss, and then decided to go back and save. It looks like after I did that, the blue flames disappeared but the key I had used to access the upper switch was also gone so I couldn’t go back and hit the switch again. Unsure if that’s a softlock or if I’m just doing something wrong.
I tried to restart the game, got back to the boss, died very quickly and then while trying to respawn i must have pressed the confirm button on the default option on the main menu which was “New game”, losing my progress. I was excited to fight that guy!
I think I would have appreciated a bit more feedback when hitting an enemy, and perhaps some forward momentum to the attack. I liked that the ground slamming enemy’s attacks could be jumped over, that was pretty cool.
I think I also would have appreciated a bit more windup to the enemy’s attacks. It felt like the optimal strategy was to just walk forward, slash, and then quickly walk back.
The game’s visuals are quite nice, I can tell a lot of work went into all of the 3D art. Nice work!
Yeah, the issues you faced were on the coding end, I had forgotten to implement some code to check if the boss room was unlocked when the zone is first loaded as well as to check if the key was used, despite already having both of those variables set up in the save function, so unfortunately the only way through is to get the key and save before interacting with the door, other than that I'm glad you enjoyed the visuals and I appreciate the feedback!
Fun game, I like the story I get a real mysterious vibe while playing. the characters little sword slash animation is super cute I love that its not the same swing every time. Also good level flow I didn't get stuck while playing. HMU if you ever need professional 3D work done.
Thank you so much, I'm glad you enjoyed it. I'll be sure to keep your offer in mind, I really appreciate it!
Very ambitious to work on a 3D game for a jam - I admire the effort! :D
Digging the Castlevania 64 graphics + vibe!
Always a fan of Plague Doctor characters - nice to see more of them in a game. :)
And the game flow was good - got a few powers, fought a few enemies (got annihilated by that one gray enemy summoning a floor full of black clouds), teased a few items to pick up later - lots of polish and content in such a short amount of time - great work on this game!
Thanks for the kind words! I definitely pushed myself to the limit for this and did actually take some notes from castlevania 64, especially with the first area. I'm glad you enjoyed it!
I love the setting and the atmosphere. The movement felt a bit unresponsive when I was around the edges of platforms, but I imagine that was intentional. I didn't quite love the way the different textures played together (some were very low poly while others looked pretty high quality) but I think the level design and the atmosphere helps quite a lot.
+1
Yeah, I can't lie most of the texturing was a rush job, definitely something I was planning on returning to if I had time but I never got around to it. Thanks for playing!
I liked the game, especially the atmosphere, but I had a bug where the door locked again and I was softlocked
I believe I know exactly the door you got softlocked at, I'll be sure to fix it. for now i'd recommend saving after grabbing the item and hitting the switch after unlocking the door. I'm glad you liked the game!
Thanks, I'll try that