Flip Rush
New
- Genre Skill games
- Players 1
- Session 5 min
- Price Free
- Updated
A stunt game that pays for the part everyone else ignores. Spinning is easy and any number of flips can be crammed into a fall; what is scored is where and how you land. A centred impact on the target multiplies the run, an off-centre one keeps you alive with nothing, and a body still rotating on contact simply ends the attempt. Forty-odd levels vary the height, the target and the space you have to work in, and because the physics are consistent, improvement is genuinely learnable rather than lucky. The temptation is always one more rotation, and the game is built entirely around punishing it.
| Hold | Rotate in the air |
|---|---|
| Release | Stop rotating and straighten |
| Touch | Press and lift |
| R | Restart the level |
How to play Flip Rush
- Decide the number of rotations before you jump. Improvising mid-air is how attempts end.
- Stop rotating with clear air still below you. Straightening takes time the fall does not give back.
- Aim for the centre of the target rather than the edge. The multiplier is worth more than the extra flip.
- Watch the target, not the character. Judging distance from the landing zone is far more reliable.
- Take the safe run when a level is new, then push rotations once the timing is known.
Tips
- The multiplier compounds across a level, so consistency outscores heroics by a wide margin.
- If you keep landing on your back, move the release earlier than feels right and accept fewer flips.
- Height gives time, so a level with a longer fall is an opportunity rather than a hazard.
Questions about Flip Rush
Is score about flips or landings?
Landings. Flips add to the total but a centred landing is what multiplies it.
How many levels are there?
Around forty, varying height, target size and available space.
What ends an attempt?
Landing while still rotating, or missing the target area entirely.
Is it playable one handed?
Yes, hold and release is the whole control scheme.
Does it work on mobile?
Yes, and the touch controls are identical to the mouse ones.
Does the difficulty come from the physics or the levels?
From the physics. The levels change the framing, but the rotation and the landing behave identically throughout.






