As the creator of a 4D game, I can attest how hard it is to make such a thing fun.
Even though simpler, I think what I built is only partially successful at this. In the end I think the audience for my toy and Marc's game will only be people excited about new concepts and toying with theoretical math ideas where the bulk of the fun is just from that rather than game play.
I believe much of a game's fun comes from matching the users existing abstract ideas about the world. I suspect that 4D manipulation of objects is so deeply counter intuitive that doing this is extremely difficult.
But I for one will be thrilled by any from of Miegakure that is ever released whatever it's state or level of fun.
Even though simpler, I think what I built is only partially successful at this. In the end I think the audience for my toy and Marc's game will only be people excited about new concepts and toying with theoretical math ideas where the bulk of the fun is just from that rather than game play.
I believe much of a game's fun comes from matching the users existing abstract ideas about the world. I suspect that 4D manipulation of objects is so deeply counter intuitive that doing this is extremely difficult.
But I for one will be thrilled by any from of Miegakure that is ever released whatever it's state or level of fun.