Can you also grade my first part here, since I don't have a version with only 3 levels ( I will also do my writings here and play the first 3 playable levels vid uploaded here)

Game Description

In this game, players navigate a series of puzzle rooms by manipulating mirrors to direct laser beams and unlock doors. Using fixed surveillance camera views, players can interact with mirrors by selecting, rotating, or flipping them to align the laser beams correctly. The goal is to reflect the laser beams onto specific targets, such as doors, to escape the rooms and progress through the levels. The game combines logic, spatial reasoning, and experimentation for an engaging and rewarding experience.

Coding Techniques Used: (Part1)

  1. Lists and Arrays:
    • Used to manage multiple cameras and monitors, enabling players to switch between views seamlessly.
    • Lists also track all mirrors in the scene for dynamic interaction.
  2. Coroutines:
    • Implemented for smooth transitions, fading in and out of tutorial panels and scene transitions after opening doors.
    • Delays are used to provide natural pacing during tutorials.
  3. Raycasting:
    • Core mechanic for simulating laser beams reflecting off surfaces and hitting targets like doors and mirrors.
    • Used to detect and player interactions with mirrors.

Mechanics and Levels Planned for Part 2 (Part 1) 

  1. New Mirror Type (Type 3):
    • Introduce a wall-mounted mirror that can only be dragged horizontally along a fixed plane. These mirrors add complexity by requiring precise positioning in conjunction with existing mirror types.
  2. Laser Color Interactions:
    • Expand the mechanic introduced in Level 6 where lasers passing through certain mirrors change color (e.g., red, green). More puzzles will require specific colored lasers to hit multiple targets simultaneously.

Changes Made from Part 1 (question for Part 2)

  1. New Mechanics:
    • Laser Colors: Introduced red and green lasers. Lasers passing through different mirror types (Type 1 and Type 2) change their color based on the interaction. For instance:
      • Type 1 (Rotator Mirror): Changes the laser to red.
      • Type 2 (Flipper Mirror): Changes the laser to green.
    • Door Logic: Some levels now require specific combinations of laser colors (one red and one green laser) to open the doors, increasing complexity.
  2. New Levels:
    • Designed levels that include doors at different positions, requiring strategic use of laser emitters and mirrors.
    • Added multi-door challenges where players must direct multiple lasers to separate targets simultaneously.
  3. New Mirror (Type 3):
    • A wall-mounted mirror that can only be dragged horizontally along a fixed axis. This mirror introduces positional constraints that encourage players to think more strategically about laser paths.

Mechanics and Levels Planned for Part 3 (Question for part 2)

  1. Third Laser Color:
    • Introduce a blue laser that interacts with new mirror types or specific emitters.
    • Puzzles will require three lasers (red, green, and blue) to hit different targets or combine in certain ways to unlock advanced doors.
  2. Advanced Tutorial System:
    • Add a multi-stage tutorial system that spans levels, introducing mechanics progressively as players advance.
    • Include visual indicators or animations to guide players during more complex tutorials.
  3. Additional Emitters and Lasers:
    • Introduce a second and third laser emitter in later levels.
    • Players will need to manage multiple beams, mirrors, and targets simultaneously.


Normal movement, WASD for moving the player around, QE turn left right, RF up and down.

mouse select a mirror, WASD, QE for the first type of mirror moving around and turn left right. WS for the second type of mirror flipping up down.

when you select the mirror, player action freeze, click right mouse return to player moving.

Updated 5 days ago
Published 12 days ago
StatusReleased
PlatformsHTML5
AuthorCrystaleech
Made withUnity

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