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Congratulations on finding what I pray is the last unused iteration of room-flipping/inverting/rotating degenerate puzzle game
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Although it's cute and has some virtues, Topsy Turvy is derivative and shows a poor grasp of game design issues, especially level design.
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It's annoying when you jump and hit the side of the wall, but it doesnt turn because you have to walk into it from the corner. You should make it so you can change the gravity when you hit the wall in the middle too
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Fun concept, perhaps if say holding shift while walking into walls to initiate gravity switch would solve problems with unwanted shifting while trying to jump.
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I freaking got to the end of level 25, hit the flag, walked past it, hit the flag AGAIN, walked past it again and hit the spikes. This is not the only level where I've walked into the flag over and over and it doesn't accept it. Fix this.
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If you're interested in making a sequel, perhaps you could go for a story/worldmap type approach with many interlinked levels and keys and such. Focus more on the coin idea (extra out-of-the-way items for the completionists) and make some levels with much more complicated switch usage.
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It's extremely disappointing when you're trying to carry out a puzzle solution and the main problem boils down to constructing a jump in precisely such a way as to avoid bumping your head on spikes. There may be some way to find a middle ground between puzzles and action, but this isn't it.
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I like the concept, but it fails on execution. Like others have said, the turning mechanism is flawed -- you try to jump, but instead you turn (often into spikes). The spikes themselves are over-sensitive, meaning that sometimes you have to try the same jump dozens of times just to get past the spikes (it's especially frustrating when you're hitting them with your head, and the only reason you hit them is because you're trying to jump _down_). It has too many flaws to be enjoyable, because you end up frustrated.
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Online level pack, if you want to see some more levels, like this comments :) Thanks for the support so far everyone!
CodeHeads
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not really a new idea, poor execution. The kind of game the should be puzzle but the puzzle is so obvious and poorly lay out, make it become a skill platformer, which would still be fine but control is not working that well(mostly when trying to jump on edge, it walk wall to the other side instead of jumping with momentum, a key to force character staying on the side would be good). Level design is really poor 'cause it get old quickly (like on level 6,7) it become avoiding spike while staying on the obvious path(which sometimes is good because some other times you need to take a "leap of faith" just because there is no way to zoom out). I DO think that the game engine may have some potential, but not until the developer is willing to put some heart into the game.
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Level 25 has a very bad design, because I thought this was meant to be a puzzle game, not a rhythm game which requires extreme dodging.
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Fairly good game, but way to easy. The puzzle's don't require real thinking, and the last lvl is just involves 2 good timed jumps
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The spikes are just a little too active -- pull back their kill range a couple of pixels and it'll be more of a puzzle, less of a hand-eye challenge.
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25 is, instead of being challenging in a logical sense, just a tedious game of "time this exactly right and tap just so." I liked the game until level 25, then after about 20 deaths gave up.
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Whole game was nice till last lvl. That was ridiculously hard compared to other lvls. And like few people said it wasn't really a puzzle lvl at all.
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It's a good game, but it relies more on timed jumps than actual puzzle solving. This isn't that great of a puzzle game, but it is still a good game overall. 3.5/5
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23 is a VERY frustrating lvl, i died around 42 times on it so far, and there is way to much crap going on in the map.
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Licourtrix, what they mean is that if you hit a switch, then you cant see what it does until you reach the place, and, at the beginning, its spinning way too fast to realize what it is.
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Others have said it, and I'll add my vote: could be an awesome puzzle game, but instead it turned into an irritating platformer at the end, and that is absolutely not what I was looking for. That last stupid puzzle-less level prevented me from getting the final badge. I do not care enough about 15 points to spend the next hour trying to figure out the timing.
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The idea is kind of neat. It is kind of like Shift without the shift key. Unfortunately, the puzzles are not challenging, the collision detection isn't very good, and it needs to be zoomed out for some stages.
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Call me crazy, but in a platformer, if you let up on a direction aren't you supposed to... STOP moving? Great game design. Irritating lag.