It might secretly be easier if, instead of changing the pull of gravity, you changed everything else. Meaning you flip the map upside down, change the y coordinates of all objects (i.e. entities, bullets, the player, camera focus position) so that they are flipped. Presumably the graphics are buffered before being rendered to the screen, otherwise there would be horrible flicker. You'd then have to flip the buffered graphics right before the non-gameplay objects (i.e. text box, item interface, thingy in the upper left corner with weapons and hp/xp bars, and boss hp bar) are drawn to the graphics buffer, so that they appear right side up, and everything else appears upside down.
Though admittedly, even that would be rather challenging, and if there is a relatively easy way to alter the player's behavior so that they can jump/interact on the ceiling, that might work better.