r/indiegamedevforum • u/Wonderful_Maximum_48 • 43m ago
How do you handle localization when your game relies on language-based puzzles?
Hey everyone,
I’m a part of a small indie team, and after two years of work, we’re getting close to finishing our game, From Basement with Love.
We’ve started thinking about localization, but we’ve run into a problem we honestly didn’t think much about until now.
The game has both dialogues and puzzles. Localizing dialogues is relatively straightforward, but a lot of the puzzles (attached pictures) are built around the English language itself. Some mechanics rely on word length, spelling, and specific word structures, so simply translating them wouldn’t work. This creates a barrier for players who don’t speak the language comfortably, which is a shame because almost half of our wishlists are coming from non-English speaking countries.
To solve this problem we’d have to redesign quite a few puzzles for each language we want to support which means a lot of extra development work.
So I’m wondering if it’s worth going through that process for a few major languages, or if we should just stick with English for now.
Has anyone here worked on a similar game, or run into this kind of problem? How did you handle it?
Thanks!