well i just deleted it without realizing i couldnt put anything up so now its the sequel to There Is No Game. Also heres a pic of the new version of the spikes everyone wanted to be able to see 
Play game
A Flippant Fate V1.1's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #1721 | 2.764 | 2.764 |
| Audio | #1930 | 2.527 | 2.527 |
| Seriousness | #1964 | 2.945 | 2.945 |
| Overall | #2117 | 2.644 | 2.644 |
| Creativity & Theme | #2357 | 2.636 | 2.636 |
| Visuals | #2508 | 2.345 | 2.345 |
Ranked from 55 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Engine
Comments
Nice game, but it could use a little visual clarity with the spikes, and the player movement is a bit too fast.
Nice platformer. The spikes could be a bit more clearer visually. Sometimes I step on them without even realising. Stil, very nice game with good visuals.
Very simple and fun gameplay, however there wasn't really any spinning lol (besides calling changing gravity "spinning")
This was a pretty nice platformer. I made it to the end despite dying a bunch, which isn't something I can say all the games I played.
I did find this platformer way on the simpler end. The main mechanic—flipping—is fine, and the level design around it is great for how short the game is (though I would have appreciated at least something like moving platforms or a midair gravity switch to spice things up in the second half). I also appreciate that the character flips rather than the rest of the screen; makes things a lot less hard on the eyes. My main qualm is movement itself. It doesn't feel bad—I actually really like the character's movement speed and jump height. However, there's a lot that could be done both mechanically and visually to improve movement.
Instead of the player immediately hitting max speed or stopping, why not have the player accelerate or decelerate. That windup, even if for a tiny fraction of a second, can make movement feel more smooth while keeping things precise. Instead of the player plummeting like a meteor during long falls, why not give the player a max fall speed so the player can more easily follow the character? You could also let the player jump less high by releasing the jump button early, or press down to fastfall if you implement that max fall speed from earlier.
On the aesthetic side of things, there's a lot of juice you could add to movement. Particle effects when the player moves around. A smoother camera that accelerates with the character rather than being glued to them. A walking animation, a jump animation, a landing animation, etc. Some sort of visual effect when the player fits (I like the idea of something similar to the Geometry Dash effect). These would all make movement in this game more satisfying.
Speaking of visuals, I also want to note readability. Most of game elements contrast really well with each other, which is great! It makes it easy to tell what you can and can't land on. The one exception, however, are the spikes on the ground. The dark gray blends in with the ground super easily, so it's very easy to run into spikes without even seeing them. The floating spikes don't have this issue—they're bright as can be—so this could be fixed by recoloring the ground spikes to match them.
But criticisms aside, good stuff! I've been on a hunt for platformers in this jam, and this definitely helped with that itch.
Fun little game! I wish when you flipped gravity there would be a screen effect like the one from Geometry Dash and some more audio effects would be great. This could work great as a precision platformer, and I liked that at least in the second level I found a few shortcuts I could take.
I really love the concept and that a fun little platformer shifts into a very serious reality, this is the only game with this mechanic that I really would love to have a sequel, remake or even a steam release! Really cool!
Nice platforming game! The gravity aspect spiced up the gameplay difficulty haha but the movements could be fixed a bit. Great job on it tho!
Genuinely excellent kaizo-style platformer with solid level design. I appreciate that you committed to making it difficult and the movement precise with minimal inertia. Only thing is I wish you could change directions mid-air rather than only on the ground, but I recognize that's a design choice.
Really cool, so far the best platformer I've played.
Nice and simple platformer. Unfortunately, I feel like the characters movement could be a bit slower. Right now, it just makes precise jumps a bit harder
It was fun! I cracked up when the text started spinning after I flipped the screen upside down during the tutorial lol. The stages were well-designed, too—it was a solid action game that really gave me a good challenge!
Very simple game and you still managed to make an S tier level design. Great job
reallyi like the idea, the movement could be a bit slower, but it gives it a good difficulty, the spikes at the start are hard to see so i died many times without knoing why. The start at the second half was a bit confusing and as i like the milimetric jumps neede, it needs to be added some checkpoint, Beside that it was really fun to play
Fun platformer! I think the spikey ground obstacles are a little hard to see, but the movement and gravity switching is solid.
I made it to the end of the level! Without checkpoints, it felt a little bit grindy, but in that time I got a way better feel for the spin and even discovered a lot of little shortcuts on the way! It feels very speedrun-able ^^
The fullscreen sadly did not work so I had a smaller window and the tutorial confused me, because when flying upwards into the spikes, it took a long time to understand what was going on. Maybe reducing the acceleration slightly could help with that initial learning.


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