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Being on a hyperbolic surface instead of strictly flat is certainly non-Euclidean, and this is pretty cool.

Another non-Euclidean approach is that taken by Vicious Orcs: each individual room is Euclidean, and the player can't tell that he's moved from one room to another, but the connections between rooms are arranged such that the overall map doesn't fit in a plane or even a 3 dimensional space. I got very lost and did not finish the game.

http://www.zincland.com/7drl/orcs/




That's not all! I know of two other non-Euclidean seven-day roguelikes (7DRLs) Jeff Lait has made. And a very large number of 7DRLs in general. I definitely recommend looking through his games, Jeff Lait has used many wonderful concepts.

Jacob's Matrix is interesting because it actually displays a Jacobian matrix describing, somehow, the way that the pieces of the world are put together. Walking from one piece to another can cause you to be rotated or mirror-imaged. You can also create portals (as in Portal) http://www.zincland.com/7drl/jacob/ http://www.roguebasin.com/index.php?title=Jacob%27s_Matrix

Here's another one. This one deserves mention because it turns out that enemies path-finding in a non-Euclidean space will run circles around a human. At least, I think that's how they do it. I have never felt so humiliated by a game AI. http://www.zincland.com/7drl/kobold/ http://www.roguebasin.com/index.php?title=Smart_Kobold


Yep. We are very good at intuitive pathfinding in 2d, but really really bad at much of anything else.

Although, that being said, someone who spends a lot of time in caves may be better.


For other non-Euclidean space example (although not hyperbolic) there is Antichamber (http://www.antichamber-game.com/). But in general, not only space whole reality was distorted/dream-like in this game.




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