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A game written entirely in Latin is an interesting  concept. I like the idea, but I do wish there was some sort of translation guide available so I could understand what was happening in every conversation. Outside of a couple isolated words that I could catch due to similarities to words in English or Spanish, I had not a clue what anyone was saying. That is partially intentional, of course, but I do thing that game would benefit from a sort of in game glossary. I think that would also help with the sensation of trying to figure out what's happening on this island that you've stranded yourself on. 


Still, though, this is a solid and interesting foundation!

Thank you for your kind attention. 

I have several solutions in mind. It should be dynamic, in action, and not didactic like a dictionary. 

I have in mind a kind of double vision, like the night vision of Splinter Cell or the vision of the eagle in Assassin's Creed. By keeping a key pressed, we would have temporary access to the written words and possibly translated into several languages. Technically, it would take time, but it seems possible to me.

Otherwise I made a picture book, with the words and pictures connected by arrows. 

I don't see a lot of ways to make a dictionary fun, do you ?

I suppose that simply reading a dictionary a bunch would be rather draining, so that is a very good point. 

I do quite like that double vision idea. I think that would be best, though you are right that it would take considerable time to implement. The picture book is also not a bad idea; I admittedly didn't realize that it was actually defining words being used in conversation while I played, so that's on me. I'll probably want to explore the game again with that being kept in mind. 

Thank you for the reply!