Just what i have so far, havent gotten to implement the mirror effect yet.
Update #3!
Some of the progress of my first day making my game. Not much finished yet but I do have the "base" player model and a few others done even if it's a really simple one (I'm a really bad artist, I can't even draw a straight line with the line tool).
Trying to make it a shooter with puzzle elements based around mirrors and reflection with dynamically changing game modes (similarly to how it's done in Nier: Automata).
(The breakable mirrors in the video will most likely not make it to the finished game, I just made them for fun since it was pretty much 2 clicks away, but I might use them in some puzzle where you have to destroy mirrors or you'll get shot at with reflected lasers). There's still a lot to be done and I don't really have a lot of time outside of weekends but I'm having fun so I'll try finishing it even if I miss the deadline.
Don't have a video this time around as I'm going to bed now but I'll leave this update log here.
Created a shield system with two different types of shield, shield can be materialized by using a defensive skill and last for a few seconds only, normally they stay on the left side of the player but they can be moved in front which also disables shooting, increases the time the shield stays active and destroys the shield at the end. The laser shield reflects all laser attacks but is weak against physical attacks and breaks easily and the physical one is the reverse of that.
Added some little extra "animation" (example: when you switch to top down mode the weapon which is normally on the right side of the player smoothly moves to the top and becomes like a head) and added an experimental sidescroller game mode which might not make it to the finished version but I have some cool level ideas so I'll try pushing it.
The weapon has also gotten a new attack type other than a simple laser, you can now throw it at enemies (that will come in handy against enemies that can't be damaged using lasers, however you lose your weapon until it comes back to you which takes a varying amount of time depending on the distance it traveled).
Tomorrow I'm planning on implementing some melee hits with the weapon and starting work on the AI.
UPDATE 2.
Not sure if I should be adding new posts or commenting, if adding a new post is wrong let me know.
Day 2 done! I've decided I like the idea enough to continue. I spent most of my time doing some pixel art for the character (I'm a programmer by trade so my art is a little sketchy and time consuming). I also fixed a few bugs and put in a win condition (take the key to the door). I may elaborate on that if I get time come the end of the jam, but it should give me enough leeway to make some interesting puzzles. I'm still using some placeholder art (the door, the "DONE" at the end will lead to the next puzzle instead..).
My schedule is normally very patchy, fitting in with full time work, but I've been able to get more done than I expected this weekend.
Here's the progress vid!
Probably wont have another update until next week.
Update Post 3:
I've basically spent almost all this time making assets till now... I roughly work 2 hours a day on this project, still gotta maintain that social life.
Here's the rough list of things i've done;
Planned mechanics;
Note; these are the mechanics yet to be added, these are just mock up images...

Thanks to being stuck on that reflection problem there's less progress being made that I'd like, but I did recently foray into some basic UMG stuff, the buttons there actually work and you need to be selecting the light shaft to even fire the ray and it stops when another button is selected (basic radio button behavior as well. I just need to get the projectile for the fireball working, and then set up objects for those spells to hit and I can safely call the base prototype done and can move on to asset creation lol.