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I like the idea of gravity flipping (So much so that I've experimented with it quite a bit before), I'd be careful with forced deaths (i.e. take level 2 for example if the player sees they will need to flip in a bit so instead of jumping they flip gravity, they are kind of guaranteed (or very likely) to die for something they did not know (that there was death above them). It isn't that bad for this, since it is right at the start and the levels are short but if you continue with the idea, I would be mindful of that. Whilst I understand the reason for the limited amount of flips is because of the theme, Where to use the flips felt very trivial and wasn't really puzzling to where it didn't seem like the limited flips achieved much but just prevented the player from messing about. I'm not suggesting the game needs to be puzzling for that mechanic of gravity flipping, it doesn't However if a counter only achieves limiting the player arbitrarily, then it doesn't feel great. I know this is a long enough comment and probably feels quite negative (is not my goal) but I feel like this feedback could be useful.