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!