The next concept to understand in the fourth dimension is rotation. In [2d], we can only truly rotate about a single point (press A/D). In [3d], we can rotate about an axis. If you press Left/Right, you rotate the cube about its y-axis. What this rotation means is that the x values and z values vary from -1 to 1, but y values are constant. Similarly, rotation about the z-axis (A/D) means that z-values are constant as x and y vary, while rotation about the x-axis (up/down) means that x values are constant, while y and z values vary.
One small observation to take note of is that when rotating about an axis, e.g. the x-axis, the x values still appear to vary. They only appear so because their z values are changing, which changes their scaling (as explained in [projection]).
Now, in the fourth dimension, we move up one more level. 2d objects rotate about points, 3d objects rotate about axes, while 4d objects rotate about planes. That's weird, but all this means is that 2 values will be fixed (along the plane), while 2 values change! [Reset the view of the 4d cube], and try out a rotation about a plane. Visualize the fact that even though it looks like certain values are changing, it could simply be because of the w value's projection effect! (recall that the inner cube is the same size as the outer cube)