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(+1)

Thanks for the ideas. Future version(s) could go with timer based flips too. The original idea, at least in my head, was the flip after every move, which to me tied into the chaotic theme pretty well as the playing field was constantly changing. I added the spacebar flip as you could get into no win scenarios but with more time to devote to level design I could work around that or using the timer flip again you'd avoid getting stuck.