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Excellent round-up, Chris! I've been meaning to play Reckless for a while, but haven't had the time to do so. I think the name is cute, although certainly obnoxious.

A small nitpick: the mod Defense of the Ancients originated on Warcraft 3, not on World of Warcraft.

For Miegakure, I'm not sure what you mean by "one can construct a 4-polytope in such a way that one can project unique 3 dimensional spaces from it"

The game, just like Flatland, is slicing the 4-polytopes the world is composed of, not projecting them.

Slicing the 4D world with a particular 3-plane results in a separate 3D space, which is what you see in the game.

I think maybe what you meant to say is that you had a problem with the fact that the world was made out of thick slices, instead of thin, continuously changing slices. If that's the case, then know that most of the interesting gameplay can be done without it, it's more of a visual effect, just like for any other tile-based game. I actually programmed a more complex version and I'm still considering actually putting it in, because it doesn't offer much gameplay-wise.

I hope that makes it a bit clearer for you.


Andres: thanks for the correction! I've updated the post.


Marc: thanks for defending your case here!

"I think maybe what you meant to say is that you had a problem with the fact that the world was made out of thick slices, instead of thin, continuously changing slices."

Yes, this is more or less the case. It is precisely because the thick slices are discretely divided on such a gigantic mega-scale (i.e. on a per tile basis) that I found it slightly disappointing; I wanted to discover what it would be like to undergo a dimensional shift in a continuous world, and Miegakure can't offer this.

I'm certainly open to the complaint that what I'm asking for is vacant from a gameplay perspective!

Ultimately, this is just me nitpicking. I enjoyed the game - I just crave the Lovecraftian insanity of getting to grips with dimensional shifts projected from a deeper polydimensional substructure, all the while doubting that such a thing is even plausible to attempt! :) (What would a spatially 4D object have to look like to project meaningful 3D objects anyway? It might not even be possible!)

Basically, my complaint is less about your game than it is about what I felt it was promising. And in this regard, I may have been unfair in the above text. But I certainly didn't mark you down for failing to meet my unreasonable expectations - the fact that I was driven to such macabre thoughts actually counted in your favour. ;)

Best of luck in the competition!

Ahah, thanks.

As I said, I have programmed a more continuous version, and it could very well end up in the game. Your feedback is helpful in determining this, so thanks again.

I just realized that graphics aren't gameplay neutral. It's not just a matter of deciding how to represent the logic of the world, but actually is, in part, the logic of the world.

I feel a bit behind the ball on this one.

Alrenosu: Presumably there's a threshold of abstraction beyond which the representation no longer affects the gameplay; Chess would be the same game whether or not the pieces represented feudal ranks or (say) the members of an ant colony ("Queen takes drone").

But as soon as we get to videogames with embodied worlds that can be explored, the mechanics and the representation become tied together inevitably.

I don't know how late to the party on this you are, though - I think we're all still exploring the frontiers of game design... we're a long way from having a well established language of game design - or game narrative, for that matter.

Best wishes!

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