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(+1)

I have to agree with Switch that the countdown mechanic here felt somewhat ancillary. Even the gravity shifting felt like it could’ve been more of a focus, though: the most challenging parts of the game for me were pure platforming gauntlets, and had nothing to do with gravity. The controls were also a little more slippery than I might’ve liked, and the hitboxes on hazards probably could do with being shrunk somewhat.

On the positive side, though, when the game does make use of the gravity mechanic in an interesting way, it can be quite fun! I particularly like the unexpected diagonal angles and quick back-and-forth flipping in level 3. With a bit more polish, and maybe a rethink of the countdown aspect (the countdowns themselves slow the pace of the game down and can be frustrating, but at the same time the player’s lack of control over the flipping is important to the game design… I wonder if there’s some way to strike a balance?), this could be even better.