Mirror Image

Mirror Image is a Puzzle game released on February 13th 2009. The player plays as a Warlock who has had its Village been invaded by Demons. The player controls the Warlock by making a line. The Warlock will then teleport to appear on the opposite end of the line, being an opposite of where he was standing before.

Controls
Mouse - Make line

Levels
The player moves the Warlock by making a line with the mouse. Once ready, letting go of the left mouse buttons will cause the Warlock to teleport, appearing on the opposite side of the line, opposite where it originally appeared. Throughout the game, the player has to use several objects to get to the finish pad, including switches. Several types of demons are encountered which which try to hinder the Warlock and have different abilities.

Level 1
This first level is a simple path around a corner. Nothing will kill you here, so simply jump your way to the exit.

Level 2
This level is longer than the first but it is still a safe so make it directly to the exit.

Level 3
This level is an U-shaped path with a hole in the middle of each length. Beware not to fall down the vortex. An easy way over is to draw the line over the middle of each hole.

Level 4
This level is a large squared area filled with poorly-sighted demons that move each time you teleport. The ones here move back and forth on the lighter coloured squares and the exit is at the bottom of the level. You still have the guider line to see where you will land, so its rather easy to avoid the demons. Another easy way is to draw the white line in the middle, to land at the bottom, where you can easily just teleport the warlock to the exit.

Level 5
From this level on, you no longer have the guiding line so you cannot se where you will land anymore, thus you'll have to figure the levels out for yourself. The level itself consists of four floating platforms, one of which has a demon on it. A good thing to do here is to teleport yourself to the edge of the islands, then draw a line halfway over the vortex.

Level 6
This level consists of three floating platforms. The path to the third platform and the exit are locked, so you will need to collect the keys to unlock the gates. Provided you dont fall into the holes, this level is rather easy.

Level 7
This level introduces platforms that move every time you teleport. Make sure you work out where the platform will be before you jump onto it. You can avoid needing to land on all the moving platforms exept the last (the last platform has a key on it needed to unlock the exit, so overjumping all platforms won't work in this level) by drawing a line in the middle of the gap between solid ground.

Level 8
This level is a big square platform filled with shadow demons that move one square clockwise every time you teleport. There is a key in the center, needed to unlock the exit, which is found at the bottom of the level.

Level 9
This level introduces spikes. Standing on a pressure pad will lower the spikes of the pressure pad's colour, but only while you stand on the pad. The only tricky part of this level is the jump from the bronze pressure plate to the exit.

Level 10
This level is spiral shaped and introduces the type of demons that will move towards where you are every time you jump, which are the Jumping demons. There are two of these, one starting in the top left corner and the other in the botom right. As the sign says, you can simply jump through them to dodge them. Avoid them in order to make it to the goal tile.

Level 11
To complete this level, simply jump over a large void to the single goal block at the end. It is mostly guesswork, but when the line is purple, you know that its too far, so you can calculate that the correct place to draw the line is shortly left of where the line stops being purple.

Level 12
This level introduces mirror blocks, which reflect the teleport's direction. You are given the guider line back for this level. Use the mirror blocks to move around the level. Calculate the place the warlock will land by applying what you have learnt during the first part.

Level 13
In this level, you once again lose the guider line. You must make several jumps aided by mirror jumps to get to the exit. Use what you learnt in the previous level about how mirror blocks work in order to work it out and proceed to the next one.

Level 14
On this level, magic mist is introduced, inside of which you cannot draw teleportation lines. To get to the exit, you must draw lines where the air is clear. The only thing that can kill you is the void below, as there are no enemies.

Level 15
This level consists of three sets of moving platforms. On each set there is one of the three keys needed to unlock the exit platform. The platforms in the first set move back and forth, the key being on the third platform. The second set consists of small platforms that slowly move clockwise, the second key being on one of them. The third set of platforms are two vertical rows of platforms that move half their length every jump. The last key is on the right one at the bottom, collect it and make it to the goal tile.

Level 16
This level introduces the first quad-eyed demon, which will turn you to stone if it spots you. It will always look towards you, as indicated with a white line, so make sure you hide behind something. There are three keys to collect in this level and the exit is in the bottom right. Collect the keys while hiding behind crates, then make it to the exit tile.

Level 17
This level has a large set of floating squared platforms over the vortex. while the first islands are quite large, the ones towards the end are tiny. It can be easily completed with one move in the middle of the level.

Level 18
This is a zigzagging road filled with jumping demons. Make your line over the demons to jump and avoid them. Avoid them all and make it to the goal tile.

Level 19
Even though this level introduces the teleporters, you will have to use them quite a bit to get to the exit. There is a silver key in this level, but taking it simply gives the four jumping demons present in the level an opening through which to persue you through rather than helping you, so it is not necessary to collect it. You get the guide line back for this level so that can use the teleporters.

Level 20
This level sees the return of the magic mist. The level consists in a series of floating platforms, with the mist hovering over the holes.

Level 21
Level 21 is basically two sets of moving platforms, one moving slowly on a long rail. As the the platform moves one way, four demons moves the in the other, so that they meet in the middle. the second plat form is quite similar, exept the demons move differently. on this second platform, the four demons move in sets of two.

Level 22
The exit here is guarded by spikes that need three pressure plates to be activated for them to open. Luckily this level sees the introduction of the magic mirror power up, that allows you to leave weak copies of yourself behind. You can activate all the switches by using these power up.

Level 23
This level is an obstacle course of mirrors, and the hardest level featuring mirrors so far. The first jump can be made by drawing a line diagonally halfway across the mirror block above the warlock. The next jump can be made by teleporting to the edge of the next platform and drawing a line halfway across the top mirror to the right. The third jump can be made by drawing a line between the mirror you previously drew a line on and the rightmost vertical mirror. The final jump can be mde by drawing a line on the mirror halfway acros the gap. This has to be quite precise, as if you overshoot the mirror to the left of the exit platform will reflect you into the void.

Level 24
This level is another set of moving platforms you must traverse. The first platforms start by moving outwards. Observe the other platform's movement patterns as you jump. The key to completing this level is judjing the distances precisly.

Level 25
The magic mirror is back, allowing you to make clones again. the clones will mirror themselves in your lines and leave copies of themselves behind.They can also win a level if one stands on the exit tile. To win this level, collect the mirror, stand on one spike tile, mirror yourself to another spike tile (not diagonally), then draw a line across the midle of the level so that you and the clone get mirrored onto the other two tiles, opening the spikes. Then teleport either yourself or a clone onto the exit.

Level 26
This level has two quad-eyed demons in it that will freeze you if they see you. Luckily there are some crates to hide behind. Despite appearances this level is actually rather easy. Teleport into the top left corner, then into the bottom left, then to the key platform, and finally to the exit to the right.

Level 27
This level tests how accomplished you are with moving platforms and mirrors. While it may look hard, it is not so tricky. The hardest part is the jump to the exit tile.

Level 28
This level consists of four small moving platforms with keys on circling a larger island. All the keys must be collected to open the gates blocking the goal tile. One method for doing this is to hop back and forth until one of the platforms is in a straight line from the central island, then hop onto the platform, take the key, then hop back to the central island. This method is slow, but effective.

Level 29
The contents of this level is a set of fog covered floating islands. In addition to this, on each island you will find a poorly sighted demon. The trick to completing this level is to draw lines over the center of the gap, and calculating where the demon will be when you land on the next island.

Level 30
To get through level 30 you must make a few, simple, yet precise jumps using the single mirror blocks present in the level. The lines must be drawn somewhere diagonally across the mirror blocks.

Level 31
This level consists of six small floating islands covered with fog. On each island, except the first, an intelligent demon can be seen. The exit is on the final island, although it is covered by a demon on the first turn. The tricky part about this level is the fact that the demons can cover a large amount of the islands they are on in one turn, killing you if you land on any square on another island expt one diagonal to a demon. this problem can be solved by luring the demons towards you by epeatedly telepotring yourself around the first island, ideally landing on the same square a few times. Although fog covers the island, drawing a line just in front of the mirror at the bottom of the screen will mak you reappear on the island you are currently on. Once you have the demons lured a few squares away, make the jumps using the void, and at the bottom, the bottom mirror. If you need to reposition yourself on an island, use the mirror that acts as a wall between the two sides of the level. Note that if you land on the exit square as the same time as a demon, you will lose rather than win.

Level 32
This level consists of a central island with a Quad-eyed demon on it, surrounded by several very small floating islands, which hold a magic mirror and spike plates. There are exit islands on four sides of the level. To complete this level, hop over to the silver spike plate, (the correct point for the line to be drawn is between the two top crates on the inner island. Start the line there, the extend straight outwards until the warlock can use it) then hop to the magic mirror platform to obtain the magic mirror (the correct way to draw the line is in the middle of the second crate from the bottom on the central island, then extend outward diagonally). Then jump to the bronze spike plate, (use the same place to draw the line, just on the relevant side of the crate), then the gold (same place just upside down), and then jump to the left exit platform, then into the exiter to complete the level.

Level 33
At the start of this rather complex level, you will find yourself in an area filled with demons, which the villigers have locked up. Start out by taking the magic mirror. Unfortunatly The only way ahead is to pick up the key that unlocks the demons.jump from platform to platform and make your way towards the spike plates, bearing in mind that if a clone of you that is capable of teleporting touches a demon and dies, you die as well. A good idea is to stall and lure the demons towards you on one of the platforms after the key, so they dont catch up with your clones on some of the later platforms. once you reach the spike plates, makesure you aim precisly and land on them one after another, then teleport to the exit.

Level 34
This level is a series of small floating islands, some covered with fog. Around them on a moving platform moves the exit. The soloution to this one is simpler than it seems; Draw a diagonal line above the bottom teleporter.

Level 35
This level consists of a set of moving spike plates around a magic miror, with an exit plate at the bottom behind some spikes. The to solving this one is similar to an earlier level; Get the warlock and a warlock clone on two of the plates, then mirror them onto the other two. However, here there is a major complication: The plates are moving.

Level 36
This level is a small group of islands. First go through the teleporter to the other platform. Then teleport to the platform diagonally above the one you just arrived one. Then take a long shot trough the teleporter, bounce off the mirror, and take the key. Bactrack to the last platform, then teleport to the exit. Congratulations, game complete!

Enemies
Demons are the only and main enemies in the game. Below is a list of their variations.
 * Poor-sighted demons - These demons can only move in certain areas and have poor eye sight hence the name. They cannot move around and are set to move in marked areas which the player should avoid. They will move every time the warlock teleports and are the weakest of all demons.
 * Jumping demons - These demons have very accurate hearing due to their big ears. Every time the warlock teleports, they jump a short distance toward the Warlock. They are pretty bulky and can be dodged easily by simply "mirroring" through them. They have no area limits like the poor-sighted demons and can move around the whole level. Their big ears let them fly.
 * Quad-eyed demons - These Demons stay in one place. They have a white dotted line with an eye at the end that points at the warlock. If the warlock is not behind a wall the demon will turn the warlock to stone.

Obstacles

 * Wooden Blocks: These wooden blocks are the remains of the village. They block the warlock from passing through them. There also many other objects which blocks the Warlocks path, such as jugs.
 * Spikes: Spikes are large pointed cylinders that protrude from holes in some levels. They will kill the warlock if touched, so the player must estimate carefully and avoid them. Spikes come in copper, grey and gold colors. Different colors of spikes can be deactivated if a platform of corresponding colour is lowered. However, the spikes reappear if the warlock teleports off of the platform.
 * Magic Mist: Magic mists blocks prevent the player from using the teleporting ability. When the warlock is inside the mist, players can only draw the dot lines in fresh air areas.
 * Moving Blocks: These moving blocks shift their position every time the warlock teleports. Some of the keys are placed among them and are difficult to obtain.

Interactive Objects

 * Keys: Keys can unlock doors with the corresponding coloured doors. Keys comes in three colours: Gold, Silver and Bronze. Various doors have to be unlocked in a level so obtaining the keys are vital.
 * Real Mirrors: The mirrors reflects the teleportation of the warlock, causing his teleportation to change course. The reflection obeys the law of reflection so the player can still estimate the position the warlock lands, thought proved to be difficult.
 * Teleporters: when the warlock's teleport path passes through a teleporter, it continues out the other end of the teleporter rather then in a straight line ahead.

Power ups

 * Magic Mirror: picking up a magic mirror grants the ability to leave weak copies of yourself behind after you jump. this copies last two jumps.