Interesting concept! I can see what you were going for, and the gravity-swapping mechanic is a cool idea. I agree with some of the other comments that the game feels very hard.
In my opinion, the difficulty mostly comes from how tight the level space is. Even with the zoom-out feature, the spikes are placed very close together and the fast gravity pull makes recovery difficult. Because of that, it sometimes feels more memorization-based than reaction-based.
Maybe giving the player just a little more room to maneuver or reduce the size of the player character a little could make it feel more skill-driven while keeping the challenge.
Still, it’s a creative idea and I respect the level of difficulty you’re aiming for. Nice work!