It doesn't matter how you do it as long as the connection to the them makes sense, last time the theme was "mirror" so it could have been understood as: the object mirror, to reflect, to copy, etc...
Good luck! :D
I haven't made any levels yet!!! :C
Also my menus look bland and ugly af :P
Only have half the sounds (and music).
And I havent made some meshes and some meshes are being shared :(
But I must tredge on to complete my first game! (besides Pong in Unity ;P)
I guess I'm getting a small taste of what "crunching" is like ;P
Glad some people have already finshed their games, and to those who haven't: whomever you are, I believe in you! You can finish this! We can do this together!
Didnt see your reply until now (sorry) :C
What you could do is:
1. Post just one long level and that would cut off so much work.
2. (if gameplay is feeling like a boring walking simulator) you could make "keys" that when touched deletes itself and adds 1 to a keys counter; so when the spiders linecast hits a "door" the player can click and delete it which removes 1 from the key counter, that would make levels not a strait path and I highly recommend it. :D
Extremely sorry for the late reply :C
Aww :( your game looked so cool. I understand it turning into a chore, I scrapped my old game because it was boring. And I also understand terrible time management and also (for me atleast) an unclear vision.
Does your game have a menu? You could release an unfinished version.
Your work was both creative and interesting, best of luck to your schooling!
This is my new game! (I scrapped the old one because it was very boring)
This game, which I'm naming "Flip side", contains the 'flipping' mechanic which I am extremely proud of :D
The center-piece mechanic allows the player to 'flip' to the reverse side of designated platforms, the players view and gravity are reversed as well. Cubes can be picked up and placed on buttons to activate them, silver cubes can be 'flipped' alongside the player while gold cubes cannot. Buttons can activate moving platforms. And there are unstable platforms that fall (which I forgot to demo).
I spared your ears this time, there is no sound :P
Hopefully I can finish it in time. Please tell me what you think :)
have you looked into spawning two players that handle their own movement separately and the camera just switches the possessed player (using the possess node: https://docs.unrealengine.com/...) hopefully I was helpful :D