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Gravity-flip is a simple yet effective game that at its core is designed around timing.  The game challenged the player to solve a series of levels, each with increasing difficulty.  The player is square shaped monster that is in outer space.  The monster is stationary at the beginning of each and every level.  The player is able to control/move this squarely shaped monster by using directional keys on the keyboard.  These keys can’t be combined and therefore there is 5 states that the monster can be in , moving left, right, up, down, or remaining stationary(only before the player has made any movement).  It is important that there are only these 4 directions as the levels are planned out with very straight paths that move in the x and y-axis directions(2D).  Mechanics of the game cause the monster to start moving and gaining speed once a direction is pressed, whether that be up, down, left, or right there is no way to totally stop the monster once it gets moving, though the player can rapidly spam different directions to slow the monster down.  The goal of the game is to get the monster to the portal to transport to the next level.  The challenge is that the monster can not touch any of the edges of the play space or the walls of the player space.  The walls are designed through the levels to create an increasing level of difficulty.  Notably, the speed of the monster increases as time goes on in a certain direction, so the longer you have the monster traveling in one direction the faster it will be going and therefore the less time you will have to react when you need to change the direction of the monster.  The verb of the game is to move and really that is all the player can do is move(navigate) the play space to safely get the monster to the portal to advance to the next level.  There are 5 distinct levels, each with their own setup of walls.  Notably, the speed of the monster never changes through the levels.  The speed always starts really slow when the player changes direction and then increases in velocity as time goes on until the monster hits a wall or edge and dies, hits a portal and makes it to the next level, or changes direcitons and slows its speed back down to the start speed.  While the player can strategically switch between left/right up/down to stall the monster almost at a standstill, they can never really get the monster to stop moving without aggressively switching between different directions while avoiding touching anything.  This strategy becomes much less effective in the tight, difficult spaces that level 5 presents to the player.  I think this game has a ton of potential to be expanded with more levels.  The base idea is great and opens up the ability to make a lot of challenging levels.  Another way the difficulty could be modified is through the use of changing the speed/velocity of the monster depending upon the level.  What could also be an interesting addition would be to limit the amount of time the player can change directions in order to remove the button spam approach to staying still.