Hey there Ecation :)
That is because, in your example file. You are reading the angle that the Sprite made to look like an arrow is moving.
If any object in Construct 3 is moving towards the Right on the X Axis, or Down on the Y Axis it is moving in a positive direction. If an object is moving Left on the X Axis, or Up on the Y Axis, it moves in the opposite direction, which then become negative.
So to make a platform object jump, you are changing the direction of movement into a negative number/value. Or say a trampoline in my current project. When the player lands on top of it in any way, it will set Platform Vector Y to -600 or -2000 depending on which trampoline is jumped onto(and how I've setup that trampoline's power variable). Which shoots the player upwards, and acts as a high jump.
If you start falling from that jump, then it's now moving in a positive direction on the Y Axis, from it's current position moving downward.
I hope that makes a little sense. The easiest way I learned angles and directions of movement in Construct 3. Is moving my mouse around the Layout Editor, and then watching the "Mouse: (x, y)" in the bottom right of the Layout Editor window. Moving it around, you can see the X and Y values increasing/decreasing, depending on the direction you move your mouse cursor.
EDIT: To further clarify. It's different from the facing angle. The facing angle works like a clock as mentioned earlier. Where facing right is 0, down is 90, left is 180, up is 270. Then right before completely becoming right faced again it goes from 270-359, then hits 0 when the object faces exactly to the right again.
So the Object facing angles, and the movement X & Y values are different in the way they work. After messing around and creating different games in Construct 3 it becomes much clearer over time. It took me a while of playing around with my Mouse Cursor location in the layout view. As well as manipulating object angles in the layout editor properties on the left hand side directly to figure it out.
FURTHER EDITS: Clarifying between "angles" and "directions" in some areas, to hopefully have this make more sense.