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Flipped Sky's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #2868 | 3.611 | 3.611 |
| Enjoyment | #4177 | 3.000 | 3.000 |
| Audio | #5053 | 2.667 | 2.667 |
| Artwork | #5298 | 2.889 | 2.889 |
| Narrative | #9098 | 1.611 | 1.611 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The theme "Count down" is the core driver of our game's physics and puzzle mechanics. The game features diverse environments, such as the sky, filled with prominent "countdown indicators". These indicators not only display a continuous countdown but also directly point out the direction of the next gravity reversal. The exact moment the countdown reaches zero, the gravity instantaneously shifts to the predicted direction (up, down, left, or right). Players must constantly monitor these indicators to anticipate the multi-directional gravity reversals, timing their jumps perfectly so their momentum combines with the sudden gravity shift. This mechanic forces players to use the countdown to cross impossible gaps, solve spatial puzzles, and guide their robot protagonist through all three levels of the game.
(Optional) Please credit all assets you've used
The game was developed using the Godot engine, with original pixel art and animations created in Aseprite. Additionally, we utilized the following CC0 licensed assets:
Ticking Clock 0 from OpenGameArt
Free Sky with Clouds Background Pixel Art Set from itch.io
Portals (32 x 48) from OpenGameArt
(Optional) What would you like to be called if GMTK features your game?
zhan
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Comments
This is a very creative game with great potential for expansion! looking forward to future developments!
Really fun game concept and the movement feels tight though gravity switches can feel a bit loose if I’m not standing perfectly still when it happens. Overall solid challenge without feeling unfair.
I did encounter one bug in the third level where I was hit by a laser midair, however the level did not restart and I could do nothing but close the game.
Thanks for your comment! To be honest, I caught this game-breaking bug right before the deadline, but time simply ran out for the jam, so I had no choice but to submit it as it was. I'm really sorry that this bug ruined your play experience!
This game really challenging,give it some touch and polish, you gonna love it..
The gimmick is very good, but it's hard to make precise jumps, there is a bit of waiting for the time to finish, the numbers are difficult to read and the countdown should always be on screen.
I liked the art and the music, but I struggled to figure out the gameplay mechanic. The gravity shifting is a cool concept and the timer adds pressure to figure out where to go next, but the two mechanics do feel at odds with each other in this implementation. I still enjoyed it even though it challenged me
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.
I really like the concept of the gravity shift platformer, but countdown as theme feels really tacked on and to the games detriment. I think the game would be markedly more fun if the gravity shifts were player controlled rather than on a timer.
The art was awesome, especially the clouds on the title screen, the music was enjoyable, but maybe little busy to be on loop for the duration of the game. A lower tempo or less intense sound choices would really level it up a bit. The physics felt good, but perhaps a little bit more friction or deceleration intensity when the player releases a direction would help with overjumping the platforms.
I think this has a bunch of potential though, I'd super happily play a longer version without the countdown timer being linked to gravity shifts.