localization

  1. Four letters, drawn fresh each day

    The four letters that steer the snake are now drawn each day for each language, so the same words stop winning forever, and every game keeps the letters it started with.

  2. Vanished letters, lingering words

    Two independent PvP bugs on the same day: Norwegian letters missing from what the opponent sees, and a crashed word that refused to leave the screen.

  3. Collapsing the three-file translation triplet into one module

    Maintaining UI translations across three separate files created silent sync friction. Moving to a single per-key module enforced compile-time translation parity.

  4. Silence meant leave it

    The Norwegian UI shipped in one evening and stayed unreviewed by a native speaker ever since. Closing that gap meant building a doc that could only ask, never answer.

  5. The game never volunteers that

    The Norwegian AI opponent played a profanity as its move. The fix keeps every word valid for players and just stops the game from choosing one on its own.

  6. the norwegian umbrella: full bilingual gameplay across every mode, and the main menu restructure

    Bringing Norwegian back properly as a PRD-driven umbrella project, introducing a 29-letter alphabet, per-language letter rarity, and a brand new main menu.

  7. Not like this

    The engine gets pulled apart into deep, single-purpose modules, and a day later the entire day-two Norwegian layer, carried for three weeks without a dictionary worth playing against, comes out for good.

  8. The translation that arrived too early

    Day two added a leaderboard page, a unified toolbar, and full Norwegian support. Two of those were deleted within weeks.