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The Lyncroft Manor Sweepstakes's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #2 | 3.929 | 3.929 |
Cohesiveness of game elements | #2 | 4.000 | 4.000 |
How well did game visuals follow the N64 Spooktober theme? | #2 | 4.571 | 4.571 |
Quality and fit of sounds and sound effects to the game | #3 | 4.000 | 4.000 |
How well did the game follow the constraint | #4 | 3.857 | 3.857 |
Unexpected or surprising elements in the game | #5 | 3.714 | 3.714 |
Overall uniqueness of the game concept | #5 | 3.429 | 3.429 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This is sweet! Love the style throughout, especially the wizard-ghost enemies and the windows/lighting. Also really like how cinematic the camera behavior is with how it jumps around for the action shots
Thank you!:)
Omg the graphics in this game! The bitmap font, the scrolling noise textures, the lowpoly curtains, the chandelier made up of two crossed quads, the vertex-painted characters, the linear animations, the fog! Everything in this game was clearly designed with maximum N64-ness in mind and I love it.
I struggled a lot with the camera, but it was ok since the attacks appear to auto-target enemies. While the movement was slow, the combat was satisfying.
While working on our game, we didn’t have time to implement a full combat system where things could hit and damage other things at certain times in sync with the animation, so props for getting that working as well as it does.
Were keys implemented? I wandered around quite a bit but never found any of the keys for the locked doors.
Highlights: 1) Roundhouse kicking 2 skeletons at the same time. 2) Lightning effects, both outdoors and indoors.
Thank you:)
Yes, there should be keys within the game. The first one is located at the end of one of the corridors, while the remainder are contained within each of the locked rooms. To reach the first key from the start of the game, head down the hallway to the left (past the octogonal pillar), this path should wind a bit until it comes to a dead-end with a skeleton and one of the intact grandfather clocks.
One of the other problems that I was unable to rectify prior to the deadline was the camera system, which had a tendency to wobble during encounter with the transparent ghosts, due to constant over-corrections with the lock-on system. Hopefully I'll be able to remedy this so that the display becomes more stable.
I'm glad you liked the game, and I'll do what I can to fix the issues:)