Making actual progress! but the character still looks awful. And i got volumetric fog. Maybe a little bit too much.
I finally have something to show. This is my game so far. I still only have placeholder graphics. This is my endless dodger game. You are the blue cube on the right and the left blue cube is your reflection. You move up, down, right and left on the screen avoiding the monsters (other cubes for now) that are coming at the screen. Your reflection will moving up and down with you but will move left when you go right and move right when you go left. So far I have three types of monsters. Green cubes are goblins and also have a reflection on the left of the screen. A vampire (black cube) and does not have a reflection on the left. A ghost (white cubes) only have a reflection and no normal form on the right. If either you on the right or your reflection on the left get hit a monster the game is over.
I am still trying to figure out a good spawning rate for the monsters with a nice mix of them. I also have a few models to make in Magicalvoxel. I am no artist but I hope to come up with something that will pass. :)
Rayzor
so... it seems I've decided to join as well, even though i've missed the first third and originally didn't want to.
but then, yesterday night, I suddenly got an inspiration of how I would make one of my recurring nightmare dreams into a (not)game, and was like "yes, that's interesting and small, contained project, I've got to do that". and then I realized it fits the theme... so I figured, why not, let's try to jam it!
So the game will be a recreation of a nightmare I've been having since I was 8 years old.
...figuring out why it fits into the topic of "Mirror" will be... kind of equal to figuring out the point/message of the game.
So far I've got nothing specifically for it, but it's going to be low-poly, so previous night I've been playing around with/learning to make low poly stuff (related to a different game I'm prototyping), so to make this post not so boring by only having text, here's an unrelated screenshot of my low-poly experiments. Update with jam-relevant screenshots will follow next week :-D

(for anyone curious - the glow is animated, and the way it looks in motion is how I've always imagined Octarine, the color of magic from pratchett's Discworld, this neon, eye-pulling non-light, flowing around things as part liquid, part heavy gas...)
So i finally could start with my project (who doesn't like being a week late? :D).
Im going to use Unity 5 as my engine.
So far i managed to throw together a raycast system that alows me to reflect them (using mirrors).
This is ofc. going to be my main mechanic but this is not going to be the only thing in my game ;)
I'll try to post daily updates from now on and HOPE that i will get a game done in the time left.
- SadSmile
New update!
-New mechanic added: The Player can switch itself with another object! This functions almost like a mini time reversal mechanic where the player has 10 seconds before he is teleported back to the original location
-Added a door with two modes: proximity or linked to a switch
-Started the first level of the game
-Added a Main Menu with custom music from a composer - frank88188!
The progress on assets is going alright, just finished the first one, it took this long mostly cos I was figuring my way through Zbrush and Quixel and whatnot. Came out looking quite good imo!

I'd like to have made it more cartoony, but I dunno enough about Quixel to make that happen. If I have time I'll try to rejigger it, but if not, I can live with this.
looks pretty good :)
"I'd like to have made it more cartoony, but I dunno enough about Quixel to make that happen."
not in software but in how you do it. less detail and color variations/granules, less reliefs, more flats. would need to be drawn that way though, playing around with just effects on the finished texture might achieve the goal but i don't know how exactly to tell you, i'd have to play around with it for myself
Oh of course, what I meant was I don't have the know-how with the program to achieve such results, and I know it can be done, it would just need some custom materials and stuff like that. I frankly also dont have the time to figure out such considering how far into the jam we are lol. I could go and completely hand paint each texture myself and make it look exactly how I want it to, but with time being a factor, and Quixel being able to knock out a result like that in about ten minutes of fiddling, I'm happy with how it is currently. A more cartoony look is just a luxury at this point lol.
Here's my second video update:
I tweaked the laser projectiles to make reflections look smooth, and added a shield to the enemy drones (which will have to be disabled before being able to hurt them, in order to encourage the players to use trick shots instead of reflecting straight in front of them).
...so...
...it seems i just can't help myself and have to play around with ALL OF THE SUFF :-D . 3d modeling, coding, then making this video (even though what i recorded doing isn't worth making video about, let alone one trying to be as flashy as this)... i can do none of it really well because i get bored trying to focus on one of it for too long, but HELL YEAH IT WAS SO MUCH FUN, all of it! <3
O:-)
i hope you all had a wonderful day :)
Great video, it's been a huge motivation boost! It's also amazing how you guys came up with those great looking games that all look and feel unique!
Here's my take on the subject. It's my first time making a game (so it's my first jam as well), so I'm still in a very early stage, but hopefully I'll be able to catch up and finish it on time.

Progress made:
-I have improved effects, as to more clearly distinguish the mirror world from the normal one.
-Including a distortion Image effect.
-Developed a flexible state based ai that is comfortable handling the two worlds set up.
As an example, you can see what will be a guard in the finished game. The guard is patrolling, when he sees the player he enters into a chase. After the player changed into the mirror world the guard changed back to the patrol behavior.
Coming soon:
-Lose condition / Player Death
- A monster that will haunt you in the mirror world
- AI tells , for exmple a vision bar over the guard.
-Puzzles
-Art
-Menu
Was initially excited on doing a top down puzzler

However UE4 isn't really the easiest at making grid-like puzzles (or maybe its just my inability) and after cracking my head on making a pushable block with gravity and collision, I gave up :P
Pivoted to doing a FPS instead as I was totally new to animation and 3D art. Anything with physics and inexact puzzles were going to be easier to implement in UE4. Also totally inspired by @coquigames!
The gimmick is using the light gun to zip around at light speed but at a limited range, and how that ties in with the theme is that mirrors increase your range further. Still very early stage though, and 2 weeks feels like a really short time!
Also learnt to use Geforce experience and Shadowplay to capture video footage, and it is really cool!