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by 4death4
908 days ago
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I just tried the game. Let me preface this comment by saying that I think any exploration of new game techniques is always worthwhile, and, more broadly, creating anything is always positive. I have no expectation that the author of this game created it to please me. That being said, I standby my initial comment. After playing the game, I see how hyperbolic geometric affects movement in the world. What still remains unclear, however, is how movement in a hyperbolic world impacts game play in a meaningful way. Games are not complete happenstance; they're a collection of intentional choices to create an experience through purposeful mechanics. While the choice of hyperbolic geometric was intentional, the impact of this decision on the game play feels more or less random. That's not to say hyperbolic geometry couldn't be used to make an interesting game, but one would need to design the game in a way that creates a compelling experience by intentionally exploiting the characteristics of hyperbolic geometry. Taking an existing thing and recreating it with hyperbolic geometry is not cutting it for me, at least not in this specific instance. |
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* In Euclidean open space, if you are attacked by two adjacent monsters at once, you cannot escape, because the monsters would just move in parallel lines. In hyperbolic, you can, because parallel lines do not work.
* In Euclidean open space, if you are ambushed by many (say, 12) monsters on all sides, you cannot escape. In hyperbolic, you can. There is always more directions than it seems.
There is a land Hunting Grounds which teaches the tactics above. It simply does not work in Euclidean mode. There is also this article: http://zenorogue.blogspot.com/2012/03/hyperbolic-geometry-in...