Thank you for the review the encouraging words.
This was my first game jam, and my most successful/realest attempt at a game in about 20 years, and first foray into 3D graphics.
This ended up with less than 1/2 the mechanics I had planned at the beginning of the week and about 5-10% of the content. Overall, I was really too ambitious. So much time was spent figuring stuff out in the Godot/Blender/Tiled and I realize I had too high of expectations for level of participation from the rest of the family. I learned so much this week that (if retained) I figure even starting completely from scratch, I could probably reproduce the current tooling and game by the end of the first weekend.
Zooperdan has another jam planned for first week of September that he will be providing all the resources for. I'm already planning to take part and am planning to actually take the week off of work to do so. I hope to have a contender
Regarding the torch sconce: You are not the only one to have that problem. I had a couple friends play through it and I think only one noticed that sconce on their own, and that was with the inventory fixed where holding a torch cast some light. I have since improved the lighting and that has I feel a dramatic impact on visibility.
I'll be posting an updated version some time tomorrow with the UI/trapdoor bugs fixed, the improved lighting (actual shadows) and a bit of polish on some other components. I know it isn't actually a clean test considering you already know the sconce is there, but if you had the time to take another quick look, I'd greatly appreciate an independent confirmation on whether the improved lighting was sufficient to remedy that particular issue.