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There aren't many games with non-euclidean geometry. I can suggest Wire (store.steampowered.com/app/1288090/Wire/). It’s a 2D, top down puzzle game. Each level models a different 2-manifold that can be embedded in 3D space, so players can imagine how each level looks.
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sebagdr: There aren't many games with non-euclidean geometry. I can suggest Wire (store.steampowered.com/app/1288090/Wire/). It’s a 2D, top down puzzle game. Each level models a different 2-manifold that can be embedded in 3D space, so players can imagine how each level looks.
Instead of making an account to spam promote your game by digging up this thread, don't you think it would have benefitted you better by just submitting it to GOG directly to see if they'd allow it to be sold on their storefront, Sebastián Rodríguez Leopold?
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sebagdr: There aren't many games with non-euclidean geometry. I can suggest Wire (store.steampowered.com/app/1288090/Wire/). It’s a 2D, top down puzzle game. Each level models a different 2-manifold that can be embedded in 3D space, so players can imagine how each level looks.
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TheMonkofDestiny: Instead of making an account to spam promote your game by digging up this thread, don't you think it would have benefitted you better by just submitting it to GOG directly to see if they'd allow it to be sold on their storefront, Sebastián Rodríguez Leopold?
What if he DID submit the game, but GOG cens... curation board decided that it's "too niche"?
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amok: For reasons I wanted to see how many games there are which use Non-Euclidean geometry consistently. i.e. the main game world is constructed around Non-Euclidean space, not only used as part of a mini game or as a 'dream sequence'.
(...)
Hello amok!

Do these two examples count as games with non-euclidean space:

Vicious Orcs (2011)
Smart Kobold (2010)

Both are 7-Day-Roguelike (7DRL) contest finalist entries by Jeff Lait.

Why I think that they might qualify is, because of a neat trick on how the layout of the dungeon floors (and actually the entire map) works:
First, these games have one continous map. Secondly, they keep map information of already visited areas that now are out of view from the player (@) temporarily available, but greyed out. This helps visualizing the following effect!

Then there are tunnels, rooms and corridors that turn and twist around and seemingly overlapping the former explored and now greyed out area(s), but instead of matching up with those already visited rooms, displacing and in later levels even turning around those very rooms and corridors when returning to them.
Without any doubts, this effect can be really disorienting or even disturbing when you try to map out the dungeon layout in your head.

Maybe, the following gameplay videos on youtube can illustrate it more clearly (disclaimer, it is not me playing in those videos):

gameplay footage 1
gameplay footage 2

gameplay footage 3
gameplay footage 4

Of course, for the full effect someone has to play through those two short ASCII roguelikes to grasp what is happening by themselves!
Smart Kobold is much shorter, but Visious Orcs is a little more traditional as a roguelike but makes much more disorienting use of the described effect.

Have fun!

Kind regards,
foxgog

P.S.: Sorry, VanishedOne, I did press reply on the wrong post.
Post edited May 23, 2020 by foxgog
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LootHunter: What if he DID submit the game, but GOG cens... curation board decided that it's "too niche"?
That'd be for him to answer. If he did then it would really seem a bit strange to dig up this thread just to promote his game.