Pull up the near plane so that it rests right behind the mirror. Will help cull out some objects. Can still reduce the frustum more by pulling it into the mirror edges, but I haven't gotten the math for that one quite worked out yet.
Make odd kinematics blue instead of red, a less threatening color.
An input for reloading levels in case the player falls in a pit or something.
Not doing Chain and Tack anymore.
Write a clipped velocity back into the player when he hits a wall so that he doesn't keep going in that same direction if the wall goes away.
Send some information to the shader so that when rendering reflections it can discard fragments behind the mirror surface.
Take proper advantage of the use framework for tokens and receptacles. Start on a draggable mirror. Things are going so well I wanted to commit.
Holy shit this mechanic. Dragging mirrors around. It's fucking awesome.
Add an option for only allowing the token to be picked up if it's up vector matches the player's.