HyperRogue – a non-Euclidean roguelike
roguetemple.com
roguetemple.com
https://en.wikipedia.org/wiki/Hunt_the_Wumpus
>There are twenty rooms, each connecting to three others, arranged like the vertices of a dodecahedron or the faces of an icosahedron (which are identical in layout).
https://en.wikipedia.org/wiki/Gregory_Yob
The author of Hunt the Wumpus, Gregory Yob, aka Hara Ra, aka Gregory H. Coresun, passed away in 2005, and had his head frozen at Alcor's Scottsdale cryonic neuropreservation facility, where he now resides among the great COBOL programmers.
I'm choosing to believe that Alcor has a Hall of Frozen Heads of Great COBOL Programmers.
Tickets: https://www.eventbrite.com/e/roguelike-celebration-2018-tick...
Another interactive exploration of the hyperbolic plane. This one is less a game than a interactive visualization buy still cool.
what are the coolest roguelikes from the last ~5 years?
What happened in the last 10 years that every game now needs to drip feed constant rewards rather than just being fun enough that you come back to play it?
IMO the beauty of a roguelike is its impermanence. You pick it up, play for awhile, and if you lose the slate is wiped clean for next time.
Adom just got a large rewamp and polish update, tome has a lot more questlimes, but of really new games are few: cogmind is one, doom rl depending on when you left off and for last there’s this thing I cannot wrap my head around for how amazing it is, even if it pushes ascii game boundaries all the way to the other side https://www.youtube.com/watch?v=z9YdLPg3ncY
The mechanics are more important than the graphics when categorizing roguelikes IMO.
That said, it is pretty fun. The original is even better though: http://twinbeard.com/frog-fractions/
It takes like two seconds to go from desktop to in-game, continuing your previous run, and saving your progress + closing is just as quick, so I often just launch the game when I have to wait a minute for something to finish.
It's also really good at keeping up tension. It rarely feels too easy, if it does and you start playing careless, that's when it gets you. It also rarely feels too hard, it's almost always your fault when you lose.
And it has a few mechanics to cut out the boring parts, like auto-explore which explores the dungeon until it finds an item, enemy or something else of interest. Or auto-combat which automatically walks up to enemies in sight and whacks them, however is entirely stupid at it, so it's only suitable for encounters where you see no risk of dying.
And it has a crapton of content, and is really good at combining this content to form all kinds of interesting situations.
These games only explore allowing overlapping 3-dimensional spaces with clearly defined boundaries between those overlapping 3D spaces.
Higher dimensionality is largely irrelevant to whether the geometry is euclidean or not.
Hyperbolic geometry, on the other hand, is alien to most people, (especially fractal like the projections into 2d and 3d), so when people wave their hands and say 'non-Eyclidean geometry!', that's what they usually actually mean.
Try actually watching some of the hyper-rogue gameplay: https://www.youtube.com/watch?v=lX5eCfRSCKY
I assure you, it's more interesting as a geometric visualisation than planetary annihilation is.
More technical reading here: https://math.stackexchange.com/questions/1407550/what-hyperb...