Animation Lead on Wanderstop! She/Her & Transgenderrific! Past: Radial Games, Gaslamp Games



MOOMANiBE
@MOOMANiBE

learning via the breath of fire 2 fan-retranslation that

  • Bow (BoF2) and Bosch (Dragon Quarter) have the same name in japanese
  • Katt (BoF2) and Lin (Dragon Quarter) have the same name in japanese

and absolutely losing my mind at the degree of referentiality that english speakers completely missed out on as a result of these changes


ryusui
@ryusui

hi there, it's me

i would like to specify that Katt is Rinpoo/Linpoo in the original JP BoF2 but i truncated it to Lin to cement the connection (and because the "-poo" suffix sounded to me like, well)

also, apologies for Joker's thugs being creeps to an unnecessary level, and for the Greenbottle Fly's preferred choice of insult, and for the Harry Potter reference; i watched a friend stream my retranslation recently and i couldn't help but cringe at some of the things 15-years-ago me thought were clever

(i make no apologies for the Homestar Runner references, though, and i am still immensely proud of "Ryu snaps at the sight of Deathevan!" at the very very end)


MOOMANiBE
@MOOMANiBE

"oh hey the person who made that is on here" is always a fun experience to have on this site, but this was def one I wasn't expecting



Qwarq
@Qwarq

The Mondara Incident is an puzzle game inspired by some of my favorite games, like Outer Wilds, Void Stranger, Tunic and La-Mulana. A mysterious explosion nearly wipes out the small town of Mondara, and you need to explore a segment of it figure out what happened.

Especially in recent years I've been obsessed with adventure-ish games where the primary means of progression is the player's knowledge, rather than powerups that change the player's abilities. This genre has really resonated with me because I'm a big fan of those kinds of puzzles, and it felt like a natural evolution from Project RyME, so I wanted to make one of my own.

Besides knowledge-based progression, one of the central design goals of the game is to have a small, but very dense world to explore. Every area has multiple layers of secrets to uncover as your learn more. Coming back to a familiar area with new context that completely changes how you view it is a very powerful feeling, and that's what I want to evoke. The world size is also for scope control; this is a smaller and shorter game than Project RyME, and I want to be able to ensure everything is highly polished without dragging out development for 6 years. It's still early in development, but the goal is to release in 2025.

I'm really excited about this project and I hope it sounds interesting to at least a few people.



telefang
@telefang

After nearly 16 long years, the Telefang.net team is overjoyed to announce that the translation patch for Keitai Denjuu Telefang 1 (both Power and Speed versions) is complete!

Released in 2000 for the Game Boy Color, Keitai Denjuu Telefang is a game where you befriend sentient monsters called Denjuu. Riffing on Japan's unique Keitai culture at the turn of the century, Denjuu are called into battle using cell phones, when defeated share their phone number with you and further communicate via text messages. Despite initial infamy in the west for the unrepresentative bootleg releases titled Pokémon Diamond and Jade, the game has gained a cult following owing to inspired creature designs by Saiko Takaki, a killer soundtrack by Kinuyo Yamashita, its humorous monster-of-the-week story, and solid, if light, gameplay. No fan of Pokémon or Game Boy games should miss it!

Our translation patch features fixes for multiple bugs in the original game, longer nicknames, improved name entry, no-RTC mode (for RTC-less flash carts), restored and fully coloured SGB functionality (complete with original borders), multiple variable-width fonts, automatic text narrowing, and everything translated into English of course (including the title screen voiceover).

Read more and download the translation patch here! You can also join our Discord server to report bugs or just talk about your experience.