Before I get into a design ramble, I want to say I think the presentation of the game is great. The interface is clean, the Baba Is You-style graphics are appealing, and the little question mark particles are fun. I also like the little text effects on the right side, it brings a lot of visual appeal.
Quick note, the option of hjkl navigation made me smile, but it seems like the 'J' key doesn't move the character? Might be a little bug.
Nicely selected scope, and good implementation of your vision. I'm glad I had the chance to play it! :smile:
Design Ramble
Quick disclaimer: I don't want to come across as too pushy, because I know this is your game - this is just me doing a lot of thinking out loud. I'll have opinions about design, but I know that it's just my perspective, definitely not intended to be presented as a authoritative. Anyway, on with the ramble.
The concept of Unfair Flips is very interesting to me, mostly as an introspective experience. A meditation on randomness, and the kind of unreasonable expectations that folks generally have about randomness.
What's especially appealing to me is that the core concept "flip heads 10 times in a row with this coin" intuitively sounds very hard to accomplish - the odds must be very very low, especially if you have a "bad" coin at the start. What's neat, though, is that even though I think the odds are bad, the reality of how bad the odds are is many, many times worse than what I imagine. Like, I don't have a good mental framework to imagine how bad it is - by default my brain has some baked-in assumption that it'll happen sooner or later, it just might take a little bit.
That gap - the fact that I think it's unlikely to happen, but I'm still overestimating how likely it is to occur - is super neat to me, and thinking about how I evaluate odds & probability is a fun result of interacting with that game.
In terms of mechanics, the function of this game is essentially the same - you have to win a series of "confusion flips" to get your character to move in the direction you want to win the game. If you win enough flips in a row (and don't accidentally press the wrong direction like I did a couple times :laughing:) the game is cleared.
My mental response to it, though, felt quite different. There are probably a lot of factors at play here; for example, when I control a character with directional inputs it doesn't feel like the kind of action that should be random. My experience with coins is that flips are 50/50 odds, but my experience with walking around in games is that (generally speaking) I move in the direction I want 100% of the time. Relatedly, usually when I'm walking around in the game, I don't need to take an arbitrary path to reach my goal - if I happen to reach it in one way or another, the movement has achieved its purpose.
I think these pieces of dissonance (walking direction normally doesn't feel random, pathing normally isn't strict in top-down walk-around-ey games) make the game feel more unfair & arbitrary than the coin flip game. When a coin flips tails, I can say "well, that's the way coins go". When I walk closer to my objective but not on the path the game prescribed & get reset, my instinctive response is "that doesn't seem quite right".
This doesn't *really* matter in a mathematical way (it's all just coin flips behind the scenes) but I think this kind of game / experiment is probably most interesting when it plays into & exposes fallacies in the player's flawed expectations. Though I have played plenty of games that involve a character walking around in a top-down view, the idea that the character moves randomly & that the character must follow a particular path are both unique to this game.
I can still have some fun poking the buttons & seeing if the character reaches the end, but I don't think it has the same kind of impact for me. Becomes a more general meditation on the Skinner box-type behavior, I guess.