Because the doors are colored, a player can mentally undo the rotational effects of triangulation and model the map not as a hypercube but as a linked list sort of like a tree data structure. This makes navigation more-or-less equivalent to a non-euclidean 2D rather than 4?D space. In particular it reminded me of the apple orchards in Hyper Rogue but with a finite amount of space and wrapping.
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Because the doors are colored, a player can mentally undo the rotational effects of triangulation and model the map not as a hypercube but as a linked list sort of like a tree data structure. This makes navigation more-or-less equivalent to a non-euclidean 2D rather than 4?D space. In particular it reminded me of the apple orchards in Hyper Rogue but with a finite amount of space and wrapping.