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“Gravity Flip” is a simple maze navigation game that employs different tactics to thwart players from reaching the end easily. One of these tactics is the sprite speed as players input directional commands through the traditional keys W, A, S, D. While the speed initially looks manageable, players soon find out that the longer sprites move in a certain direction, the faster the sprite speed progressively becomes. This makes it difficult to navigate through the maze as touching the maze walls automatically makes players fail the level and sends them back to the beginning of the maze. There are no mechanics that make the game forgiving for players, but this makes players carefully time their moves to make sure to enter the different halls of the maze with precision. This is the main source of complexity within the game, but it must not be taken lightly as the narrow and short halls make it difficult to get a hang of the timing. There are no active enemies to further make navigating the maze difficult even though the direction to get through the maze is clear. Because of these factors, the game seems to be a game that predominantly relies on skill over thoughtfully planned strategy. However, this does not mean that strategy is not required. As players become more used to the game, they may realize that they can control the speed by constantly switching between controls to maintain the slow initial speed of the sprite to be able to make timing the navigation much easier. Rather than the traditional sense of strategizing within a game, strategizing in “Gravity Flip” requires players to work around the concrete rules of the movements to make different parts more forgiving for themselves. Slowing down the sprite piece and using the switched controls certainly made it easier to navigate through the pathways for me. Aside from the features mentioned above, the game seems to be completely against the player, and requires much concentration because of the timing aspects.  As previously mentioned, the halls of the maze are tight and some parts are short, which makes it hard to navigate the maze when the sprite is moving fast. This is another major tactic that thwarts players from reaching the end easily. The walls are what make the players lose the level, so this use of space from the creator is what adds another layer of conflict. The organization of the walls also shapes the experience of the players because the tightness of the walls and space in contrast to the fast speed of the main sprite creates a feeling of being rushed. This initially made timing my moves difficult before getting used to the amalgamation of variables. To add difficulty, each increasing level seemed to make the lengths of the halls much shorter, and the walls extended unevenly to make players make moves last minute before crashing into the walls. Overall, “Gravity Flip” is a simple maze navigation game that uses different factors to enhance the difficulty of the game.