idk the idea of switching between modes with diff physics is the same but i think the way the idea is applied is p different
You're right. They're using the same primary mechanic of shifting physics, but they each have different variable mechanics, and those mean the games should feel entirely different.
I think it's a really great concept what you're going for there, and you should continue working on it.
Also, on using the word "gimmick":
Gimmick: A function or ability that offers no practical advantage in terms of advancing through the game's goals, but may be an interesting experience to the player
Mechanic: A function or ability that modifies the behaviour of the game and either gives the player a way to advance through the goals, or creates challenge that the player needs to overcome
Gimmick sounds really bad, and people associate it with things such as awful motion controls (technically they're not gimmicks in the games they're used, but they're stupid regardless). I know it sounds really nit-picky and pedantic, but I'd use the term "mechanic" in future because it sounds a little bit more professional and it sounds like you've got a clear idea of what your gameplay is going to be like, at least for that specific part of the game :)