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O2cool168

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A member registered Sep 07, 2023 · View creator page →

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Hey Wess — this is in my range and I'd love to take it on. I work primarily in Godot 4, which covers the "equivalent 3D engine" option you mentioned — terrain with beach/cliffs/volcanic textures, a particle-based smoke/lava effect on the volcano, a simple ProBuilder-style structure, ocean around the island, and a third-person controller that can walk the whole thing. I looked at your references (Devil's Roar for the volcanic activity, Dragon Roost for how the terrain types blend) and that stylized-not-photoreal direction is exactly how I'd approach it.

I can deliver the full source project plus a walkthrough video within your 5-7 day window for $120. Happy to share my portfolio if that's helpful: https://sethbrowngaming-rgb.github.io/Websites/portfolio/

Totally fair question! Shipping games solo on Google Play has been mostly me working alone start-to-finish, so a jam is really appealing for a different reason: working under a tight deadline with other people, seeing how someone else's project direction and design instincts differ from my own, and building actual collaboration experience rather than just solo output. I'm also hoping to build relationships for bigger projects down the line, like you mentioned in your post. Totally fine that it's unpaid, that's not why I'm here. Happy to hop on Discord and talk through the game concept and what you need from the GDScript programmers.

Hey! This is a really interesting project — I like that you're leaving it loose rather than locking in a rigid roadmap. I do Godot/GDScript work and would like to take a look at the repo and see where I could contribute, whether that's gameplay polish or fixing something that stands out when I play through it. I'll check out the code and open an issue or PR if I find something worth tackling.

Hi Jyango,

I saw your post about Project Bystander — flipping the extraction-loot formula into extracting high-risk targets under quota pressure is a great hook, and I like that the core mechanic ask (moving targets, carrying physics, countdown timer) is scoped tight enough to actually build quickly for a pitch. I develop in Godot (also comfortable picking up Unity if that's the preferred engine here) and have shipped mobile games under my own studio, O2cool168. Portfolio: https://sethbrowngaming-rgb.github.io/Websites/portfolio/

I'd love to see the full GDD and hear more about the publisher conversation and timeline before diving in — happy to continue over email or DM, whichever's easier.

Hey! I saw your post looking for Unity/C# programmers for Project Alpha — wanted to check if programmer roles are still open since the post's been up a while. A bit about me: I'm a CS student and indie developer, primarily working in Godot but comfortable picking up new engines/languages, and I've shipped mobile games under my own studio, O2cool168. Portfolio: https://sethbrowngaming-rgb.github.io/Websites/portfolio/. If there's still room, I'd like to hear more about the current task backlog and what a first task might look like.

Hey Kaiden, "Pure Imagination" sounds genuinely unsettling in a good way — the charcoal-monster-in-a-realistic-world visual contrast is a great hook, and that Scene 1 snippet reads really well. I'm primarily a Godot developer rather than Unity/Unreal, so wanted to be upfront about that before diving in — but player movement and a basic chase AI are pretty transferable concepts if you're open to a Godot build, or I'm willing to pick up Unity for a tightly-scoped 5-minute demo like this if you'd rather stick with your original engine choice. Let me know what flexibility you have there and I'd love to hear more.

Hey Kaiden, "Pure Imagination" sounds genuinely unsettling in a good way — the charcoal-monster-in-a-realistic-world visual contrast is a great hook, and that Scene 1 snippet reads really well. I'm primarily a Godot developer rather than Unity/Unreal, so wanted to be upfront about that before diving in — but player movement and a basic chase AI are pretty transferable concepts if you're open to a Godot build, or I'm willing to pick up Unity for a tightly-scoped 5-minute demo like this if you'd rather stick with your original engine choice. Let me know what flexibility you have there and I'd love to hear more.

Yes its sethbrown168

Hey! Saw your post looking for GDScript help on your horror game — I work in Godot and have a horror project of my own in the works (co-op survival), so the genre's right up my alley. Would love to hear more about where things stand and what you need help with.

Hey! I saw your post about the 2D arcade basketball project — I'm genuinely impressed by how much is already working in the Godot 4.6 prototype (the contest-based shot meter and the archetype/attribute system especially), and I like that you're thinking in incremental releases to avoid scope creep rather than chasing the full 5v5 career-mode vision right out of the gate. I develop in Godot and have shipped mobile games under my own studio, O2cool168 — portfolio here: https://sethbrowngaming-rgb.github.io/Websites/portfolio/. I'd be interested in picking up from your prototype and building out the 2v2+ modes and meta-progression layer. Would love to see the current codebase and talk through where you want to take it first.

Hi Noel,

I saw your post looking for a Godot programmer for the 2D side-scrolling shooter project. I work primarily in GDScript, and I like that the scope here is focused and foundational rather than open-ended — that fits well with getting something done quickly and cleanly.

A bit about my background: I develop and publish games under my own studio, O2cool168 (on Google Play), and I'm comfortable with 2D platforming movement and shooter mechanics in Godot. Portfolio: https://sethbrowngaming-rgb.github.io/Websites/portfolio/

Happy to start with the initial commission and go from there — let me know what you need first and any relevant details on the GDD or existing codebase.

Thanks for your time!

Hi, I saw your post looking for a Godot programmer for BIOYIELD — the drugs/addiction-as-mechanic angle combined with the Fallout/Prey-style systemic approach sounds like a really interesting design space, especially the idea of resource scarcity and status effects shaping how players approach each level. I have Godot experience and have shipped mobile games under my own studio (O2cool168), so I'm comfortable building out systems like inventory management and data-driven status-effect logic. I'd love to hear more about where the project currently stands (is there a working prototype yet?) and how the team's collaborating day-to-day. Happy to share more about my background too — let me know the best way to continue the conversation!

Hey! I came across your post about the 2D pixel horror lab game — the exploration/tension-over-jumpscares approach and the hiding mechanics (beds, closets, tables) sound like a solid foundation. I'm also working on a horror game myself (co-op survival, built in Godot), so I figured I'd reach out even though you're set on the programming side for now. If you ever end up wanting a second programmer down the line, or just want to compare notes on horror game design/mechanics, I'd be happy to connect. Good luck with the project either way!

Hey Roxane, this actually sounds like a lot of fun to build — the "clear first but still lose on score" tension from the shuffle penalty is a genuinely clever twist on Mahjong Solitaire, and the live-opponent-progress-via-blank-tiles idea is a really elegant way to add pressure without letting players copy each other. I do web development (I run a platform called Zebonastic) so building this as a web/mobile-friendly real-time multiplayer game is right in my wheelhouse — lobby, matchmaking, live scores, rating system, chat, the works. I'd be up for prototyping the core 1v1 loop first (identical boards, live opponent tile-clearing, shuffle penalty, real-time scoring) to nail the feel before layering in lobby/rating/chat. Want to hop on a chat here or wherever's easiest to talk through scope and see if it's a fit?

Hey Manuel, Hero Awakens sounds like an ambitious project — I like the honesty about where the team's at and the structured Beta 1 scope. I'm primarily a Godot developer (I've published mobile games under my own studio, O2cool168) rather than deep Unity/VR experience, so before I commit I wanted to ask a bit more: how far along is the current Unity prototype, and is there existing groundwork for the VR physics/netcode side, or would that be built from scratch? I'm interested in the gameplay programmer role and open to picking up Unity more seriously if the project structure and team commitment are solid — just want to get a clearer read on scope and where things stand technically before diving in. Happy to hop on a call or keep chatting here, whichever's easier.

Hey Madrize, saw your post about the offline MMORPG merchant sim — the trading/shop-focused, no-combat scope sounds like a smart way to keep it achievable. I've got Godot experience and have shipped mobile games before (published under my own studio, O2cool168), so I can help out on the programming side. Would love to hear more about where the project's at and see the GDD if you're open to sharing it. Let me know!

Hey Beau, the pitch lands — really into the Persona 5 meets Hitman angle, and case-based structure with Danganronpa's visual style sounds like a great fit for a vertical slice. I'd love to come on as a programmer. I've been developing in Godot for a while and have shipped mobile games (published on Google Play under my studio O2cool168), so I'm comfortable owning gameplay systems rather than just ticking off tasks solo. I'm also starting a CS program this fall, so the timing works well for a longer-term team project. Happy to see the prototype/concept art and hear more about scope and timeline whenever you've got time — feel free to send over what you've got!

Hi! The stealth/infiltration concept sounds great, and I really like the "prototype first, prove it's fun" approach — that's the right way to start a project like this.

Role I'm interested in: Game Designer/Programmer — the systems side (stealth mechanics, enemy AI, mission design) is exactly where I like to work.

My experience: I'm an indie game developer with 4 titles shipped on Google Play under O2cool168, primarily in Godot 4/GDScript, with some Unity/C# from coursework. I've designed and implemented full game systems solo (progression, monetization integration, platform compliance) and I'm comfortable picking up Unity more deeply through a real project like this. Portfolio: https://sethbrowngaming-rgb.github.io/Websites/portfolio/

Time commitment: I can realistically commit [your honest number] hours a week right now, with room to flex depending on how the prototype phase goes.

Games I enjoy: I'm drawn to atmosphere-driven and tension-based design — horror and stealth both scratch that itch for me, so this concept is right in my wheelhouse.

Would love to see what you've got so far and talk through where the prototype's headed!

Hi! I'm interested in this — a single-location PS2-style horror game is a great, achievable format for a first game/film tie-in, and I like the Psycho Inn inspiration.

A bit about me: I'm an indie game developer (4 titles shipped on Google Play under O2cool168), working primarily in Godot 4. Since you mentioned you're newer to game dev, happy to walk you through what's realistic for scope, timeline, and style once I know more.

A few things that'd help me give you a real answer: what's your budget range for this, roughly what timeline are you working toward (is it tied to the film's release?), and do you have a link to the short film or any reference material so I can get a feel for the tone you're going for?

Looking forward to hearing more!

Hi! I'd like to take on some testing slots for StarTalon.

I'm an indie game developer myself (4 titles shipped on Google Play under O2cool168), so I'm comfortable with structured playtesting, bug reporting, and recording/documenting gameplay clearly — I've handled QA-style work on my own titles including troubleshooting Android build issues and completing store compliance testing. I have a stable recording setup and can deliver clean video with no slowdown, happy to send the sample video first to confirm.

I'm available for a couple of slots in this round, and definitely interested in the next round of 12 testers as well if this one goes well. Let me know next steps!

Hi! I saw you're stuck on turn-based combat logic for your Twine story — I'd be glad to help.

I don't have deep Harlowe-specific experience, but I have a solid programming background (GDScript and Python, shipped 3 games on Google Play under O2cool168) and turn-based combat is really just state management and conditional logic underneath, which transfers well regardless of the scripting language. I'm confident I could pick up Harlowe's syntax quickly and get your combat system working properly.

Could you share what you've built so far and where it's breaking — is it the turn order, damage calculation, win/loss conditions, or something else? That'll help me figure out how much work is involved and give you a fair rate estimate.

Happy to take a look either way!

Hey! This looks like a fun concept — dice-destruction deckbuilders with that I-Spy/medieval art style is a cool hook. I checked out the video and the art style is genuinely strong.

I'd be interested in helping build out a cleaner tutorial/demo version, and I'd want to do it in Godot 4 specifically — it's my main engine (I've shipped 3 titles on Google Play with it under O2cool168), so I could move faster there than in Unity. Totally understand this is unpaid/for fun with a profit-split down the line if it ever happens — that works for me as a portfolio project.

Could you send over the current GameMaker prototype and the unimplemented art/animations so I can get a sense of scope? I'd want to rebuild the core loop clean in Godot rather than porting the rough AI-assisted code directly, using your existing art as the foundation. Happy to talk through what a realistic tutorial/demo scope looks like once I've seen everything.

My portfolio: https://sethbrowngaming-rgb.github.io/Websites/portfolio/

Looking forward to it!

Hi Eddie,

I'm interested in the Adventure Module Author role for Critical Adventures — the concept of episodic, choice-driven modules within a shared world arc is a great structure, and it's close to how I already think about game design.

A bit about me: I'm an indie game developer (4 titles shipped on Google Play under O2cool168) and I've done hands-on quest and encounter design work, including dungeon/puzzle structure for a co-op horror survival game I'm building in Godot (Haunt and Harvest). I want to be upfront that I haven't published a TTRPG module before, but I have real experience designing meaningful player choices, pacing encounters, and structuring cooperative challenges — the core skills your program is asking for, just applied through video game design rather than tabletop specifically.

I'm comfortable working within an established world bible and responding to editorial feedback, and I'm genuinely excited about the fail-forward, choice-driven structure you're describing. I don't have a published module to share yet, but I'd be glad to write a short sample scene or encounter on spec if that would help you evaluate fit.

Availability: [10-15 hours a week], flexible and reliable on deadlines.

Systems/genres I know well: fantasy and horror settings, cooperative/co-op design, puzzle and exploration mechanics.

Thanks for considering me — looking forward to hearing more!

Best, Seth Brown [https://sethbrowngaming-rgb.github.io/Websites/portfolio/]

Hi! I'd like to take this on — the scope is clear and it sounds like a good project to build out cleanly.

Quick background: I'm an indie game developer (4 titles shipped on Google Play under O2cool168), primarily working in Godot 4, but I've also worked with Unity through coursework and I'm comfortable with Terrain tools, ProBuilder, and free asset packs like Starter Assets, so this fits well within what I can deliver. Portfolio here if you want to see my other work: https://sethbrowngaming-rgb.github.io/Websites/portfolio/

A couple of questions before I dive in: what's the budget/rate for this, and is there a deadline you're working toward? Happy to get started once we're aligned on those.

Looking forward to it!

Hi! I came across your post for Wormheart: Tale of the Outsiders — really impressive proof of work, the ArtStation pieces and prototype progress make this stand out from a lot of what's out there.

I'm a Godot 4 developer (shipped 3 titles on Google Play under O2cool168), and I'd be interested in the Code/Programmer Generalist role for the vertical slice. Before diving in, I'd love to see the Welcome Package you mentioned — and a few questions to help me understand fit: roughly what weekly time commitment are you expecting from team members during this prototype phase, and how long has the current programming team been in place (just trying to get a sense of team stability)? Also curious what a realistic timeline looks like for the vertical slice to be complete.

Portfolio here if useful: https://sethbrowngaming-rgb.github.io/Websites/portfolio/

Thanks, and best of luck with the project either way!

Hi! I saw your post looking for a Story Writing Intern for Narratives — really like the idea of a platform that makes branching, choice-based storytelling accessible to more creators.

A bit about me: I'm an indie game developer (4 titles shipped on Google Play under O2cool168) and I write regularly about game design and mechanics for my own platform, Zebonastic. I've spent a lot of time thinking through branching systems, player choice, and narrative structure from the design side — quest lines, dialogue trees, that kind of thing — and I'd love to bring that into actual prose writing for a project like this.

I'm newer to visual novels and otome specifically, but I'm genuinely interested in learning the genre conventions and putting real effort into it rather than treating it as just another gig. Happy to submit a writing sample or do a short trial piece if that helps you evaluate fit.

I'll fill out the application form too — just wanted to reach out directly as well. Thanks for considering me!

Hey Arko! Saw your post for Godot Wild Jam #97 — I'd be interested in joining as one of your GDScript programmers.

Quick background: I'm an indie dev who's shipped 3 titles in Godot 4 on Google Play (COLD, Bubble Pop, Base Clicker), so GDScript is my main language day to day. This would be my first jam, but I'm comfortable with Godot's node/scene system, basic gameplay systems, and hitting a tight deadline. Portfolio here if you want to see my stuff: https://sethbrowngaming-rgb.github.io/Websites/portfolio/

What's the expected time commitment for this one, and do you already have a game concept locked in or is that still being figured out as a team? Happy to hop on Discord too — I'm around [sethbrown168] if that's easier.

Looking forward to it!

Hi! I saw your post about God's Dungeon — the monochrome manga style with hand-drawn combat animation sounds like a striking pitch for a Kickstarter page.

A quick honest introduction: I'm an indie developer myself (4 titles shipped on Google Play under O2cool168) and I run Zebonastic, a gaming content platform where I write articles, produce video explainers, and create short-form promotional content (YouTube Shorts) for gaming/AI topics — you can check it out here: [https://sethbrowngaming-rgb.github.io/Websites/portfolio/]. I haven't run a Kickstarter campaign for someone else's game yet, so I want to be upfront about that rather than overstate it.

What I can offer: content planning, social media strategy, and creator-style short-form video content, plus a genuine understanding of what makes indie devs and their audiences tick, since I'm building and marketing my own games too.

If you're open to starting with a smaller initial strategy/consultation piece — Steam page and wishlist positioning, or a content plan for pre-launch — I'd love to talk rate and scope for that first, since it's a lower-risk way for both of us to see if it's a fit before anything bigger. Let me know what budget you're working with for the early phase and I can tailor a proposal.

Thanks for the read — excited about the project either way!

Hey all — Seth here. I build games end-to-end (design, code, ship) and also do web dev on the side.

What's live right now:

- COLD — cold-weather survival game, Godot 4, AdMob integrated, on Google Play

- Bubble Pop — arcade bubble-tapper, Google Play

- Base Clicker — idle/clicker game, Google Play

- SpongeBob: Bubble Odyssey — HTML5 browser platformer

In development:

- Midnight Fuel — Roblox horror game (Luau)

- Haunt and Harvest — co-op horror survival, Godot 4

Engines: Godot 4 is my main one (it's where all my shipped work lives), but I've also worked through coursework and tutorials in both Unity and Unreal — comfortable navigating either if a project calls for it.

I also run Zebonastic, a Next.js site for game-dev writing and tooling — so if your project needs a companion site, landing page, or dev blog, that's covered too.

Looking for: freelance work, paid gigs, or a solid collab — game dev (Godot, Unity, Unreal, Roblox/Luau), web dev, or general programming (Python/GDScript). Open on rate/payment — happy to talk fixed price, hourly, or trade for other skills depending on the project.

Portfolio with links to everything above: https://sethbrowngaming-rgb.github.io/Websites/portfolio/

Reply here or DM — happy to share more detail on any of the above.