Endorld3
programersi
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Recent community posts
Hi Gabrielotto0103, thank you for the localization. You were mentioned at the game page and in devlog https://programersi.itch.io/time-tamer/devlog/1637008/time-taming-growth-thanks-to-contributors
Thank you Welly. You were mentioned at the game page and in devlog https://programersi.itch.io/time-tamer/devlog/1637008/time-taming-growth-thanks-to-contributors
Thank you, crawrite. You were mentioned at the game page and in devlog https://programersi.itch.io/time-tamer/devlog/1637008/time-taming-growth-thanks-to-contributors
Great. Discord: https://discord.gg/9rBFKmcyVt #translations channel.
Here are some additional rules, please check them before sending:
Rephrase, don’t translate
- Key - Why
- noTts - Names the language the player picked, so write yours. Not “English”.
- formatHint, teacherGuideFormat - 12h/24h help. Leave both out unless your language writes AM/PM (only en, la, ar do).
- teacherGuideDifficultyText - Drop the AM/PM sentence if your language is 24-hour; say Medium shows the whole day in 24-hour time.
- masteryCell{Hours,Halves,Quarters,Fives,Minutes} - Captions under 56px boxes. Keep them symbols (½h, ¼h, 5m), never spelled out.
- matchThis - Sits above the target; English is 16 characters. Over ~30 and it wraps on a phone. |
- experiment / challenge - Adjacent buttons. Pick two words a pre-reader can tell apart at a glance.
- themeClassic - A theme name, not “Default” (Wonderland is the default).
One name, everywhere
Pick once, then reuse the exact wording in every key listed:
- Clock Check-Up — checkupBtnLabel, and inside teacherGuideModesText, teacherGuideStatsText, teacherGuideParentTipText, verdictNone, tipTryCheckup, tipRecheck, checkupNotYet. It cannot be failed, so avoid your language’s word for a school test or exam.
- Everyday Clock Master — tier_everyday, certHeading, teacherGuideParentTipText. “Everyday” means ordinary day-to-day clocks.
- Stickers — stickers, showParentStats, teacherGuideMultiplayersText.
Tone
- Keys - Voice
- failMsgs, run*, greatJob, hint*, mastery*, levelUp, mode + difficulty buttons - To the child. Warm, plain, never scolding.
- verdict*, tip*, showParent*, checkupResult, learnResult, teacherGuide* - About the child, to an adult.
- certHeading*, certBody* - Formal, and claim no more than the English does.
verdict* states what the child can already do; tip* says what to do next.
Preferably through Discord https://discord.gg/9rBFKmcyVt, #translations channel.
Thank you very much for your contribution. I’ve added you at https://programersi.itch.io/time-tamer.
Great! There are a few sensitive keys.
Rephrase, don’t translate
- Key - Why
- noTts - Names the language the player picked, so write yours. Not “English”.
- formatHint, teacherGuideFormat - 12h/24h help. Leave both out unless your language writes AM/PM (only en, la, ar do).
- teacherGuideDifficultyText - Drop the AM/PM sentence if your language is 24-hour; say Medium shows the whole day in 24-hour time.
- masteryCell{Hours,Halves,Quarters,Fives,Minutes} - Captions under 56px boxes. Keep them symbols (½h, ¼h, 5m), never spelled out.
- matchThis - Sits above the target; English is 16 characters. Over ~30 and it wraps on a phone. |
- experiment / challenge - Adjacent buttons. Pick two words a pre-reader can tell apart at a glance.
- themeClassic - A theme name, not “Default” (Wonderland is the default).
One name, everywhere
Pick once, then reuse the exact wording in every key listed:
- Clock Check-Up — checkupBtnLabel, and inside teacherGuideModesText, teacherGuideStatsText, teacherGuideParentTipText, verdictNone, tipTryCheckup, tipRecheck, checkupNotYet. It cannot be failed, so avoid your language’s word for a school test or exam.
- Everyday Clock Master — tier_everyday, certHeading, teacherGuideParentTipText. “Everyday” means ordinary day-to-day clocks.
- Stickers — stickers, showParentStats, teacherGuideMultiplayersText.
Tone
- Keys - Voice
- failMsgs, run*, greatJob, hint*, mastery*, levelUp, mode + difficulty buttons - To the child. Warm, plain, never scolding.
- verdict*, tip*, showParent*, checkupResult, learnResult, teacherGuide* - About the child, to an adult.
- certHeading*, certBody* - Formal, and claim no more than the English does.
verdict* states what the child can already do; tip* says what to do next.
Hi Gabriele. My game is stable and I’d be happy to add Italian: https://programersi.itch.io/time-tamer. There 155 strings to be translated, mostly short ones. Localization can be done through a tool at https://time-tamer.programersi.edu.pl/?xlate=it.
Hi Welly. I have a small game that is aimed at kids learning analog clock: https://programersi.itch.io/time-tamer. There are 155 strings to be translated, most of them single words. I tried generating the first version for Korean, but it was never reviewed.
Localization can be done through a tool at https://time-tamer.programersi.edu.pl/?xlate=ko.
Hi. My game is stable and I’d be happy to add Vietnamese: https://programersi.itch.io/time-tamer. There 155 strings to be translated. Localization can be done through a tool at https://time-tamer.programersi.edu.pl/?xlate=vi.
Thanks for the inspiration, Gabor. I twisted the idea, but the main spark for Patternsight appeared after watching your game.
It would be great if you shared your opinions at the game page. If you add your gameplay recordings (available in Settings) we can discuss them and maybe draw ideas how to expand the game.
I did not reach with it beyond itch yet. I think it has potential, with pvp and with bot lab - where you design bots to do chores for you.
Yes, the game requires a lot of tuning and that scares me. Actually the strategy is simple - against bots at least - just pause and catch wild patterns. The bots are not trivial, they can catch the patterns too. But they don’t plan, don’t scheme. What would be really interesting though is to see how PvP would work. Then the most advanced strategies and counter-strategies can be discovered.
What dragged me into this was exactly the fragility of the world. You don’t build walls with more and more hit points. All you can do is to build strategic depth, guard your resources, and keep expansion rolling forward.
Attacking is quite difficult, you need to push forward a few times to get results. That’s were guns are useful, intruding into enemy territory consistently.
If you play in Sandbox you will discover the endgame patterns.
Have you discovered the recording function? As the game is deterministic, you can share the games you played for others to review and the recording is small.
What you see here is a single-player game, released to get feedback about the idea. My goal was to see 8 human players competing on one board, but that needs to wait until I understand if this game can be enjoyed at all. The balance, scenario setup and goals - all require more refinement.
Sandbox and the single settlement scenarios are there to enjoy the game concept by itself. Playing against bots can be challenging at times, they can be more efficient than the player.

Play the game: https://programersi.itch.io/patternsight
Conway’s Game of Life has a real community that’s spent decades hunting: drawing on paper, then moved to computers, and revealed long-searched treasures of PATTERNS. That history is deep, but it’s not really game-like on its own. I took this lore and squeezed into a simple RTS. You want territory, and there is only one way to get it: infect the lifeforms on the planed to spread your … flag. Before it comes out creepy, just play it:
yeah, I simulated a regular user who is too lazy to read all the text. The font color is not readable enough - at least for me, when I played in a browser seeing the yellow text on the blue board with yellow surroundings. Now the game makes much more sense :rofl:
Maybe some animated explanation for simple people like me. This game is hard.

the game is playable, though the UX is poor. I’m not sure now how many times I need to beat the rook to finish the first puzzle. Have a look at my game https://programersi.itch.io/imagichess to see what I’m used to regarding the piece movement.
Hi. The game is impressive. It allows casual play and crazy optimizations.
The graphics is ok, but it is mixing visual languages: some pictures look like prepared for kids, while the game has strategic depth that can be enjoyed by adults.
I had low quality connection in the last few days, so all the glitches showed - attempting to download non-existing resources, also I think I saw the full monster picture when its hand went straight through the table.
Still, for AI-generated the graphics looks very consistent. But I think the main elements: backgrounds and monsters, would benefit from more refinement or a different approach, to set more clear vibe.
BTW, it still uses scientific notation for presentation of millions.






















