Your ball flies forward on its own while gravity pulls it toward the floor or the ceiling. Tap anywhere to flip gravity and send it the other way. Thread the gaps in the oncoming walls, and be warned: touching the floor, the ceiling, or a wall ends the run instantly. Every wall you pass is worth one point.
The ball never stops and you cannot steer it; the only thing you control is which way is down. That makes Gravity Flip a timing game rather than a steering one. Every gap in an oncoming wall is a question of when to flip so that the ball arrives at the right height, and because each flip halves your current falling speed before reversing it, a flip made early is a gentle correction while a flip made late is a lurch.
The walls come faster as you go. The obstacle speed starts low and climbs towards a maximum, so a long run is genuinely a faster game than a short one, and the timing windows tighten with it.
Tap anywhere to flip gravity. That is the only input. The ball flies forward on its own.
Touching the floor, the ceiling, or a wall. Every wall you pass through is one point.
Yes. The walls approach faster as you go, up to a maximum, so the timing gets tighter the longer you last.
-FAQ