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Nicholas Kuün

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A member registered Aug 19, 2021 · View creator page →

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I reached out to you on DC :) 

I'm sorry! I promised this role to someone else earlier today on another platform; but I will keep your profile on hand for if things don't work out with them. 

Best of luck with your degree, Cloudy!

Sent you a discord invite :) 

Hi Seb - I love your work! Everything really jives and POPs.

I’m Nick (gingerlightning). I’m putting together a small team for a dark-cutesy 2D metroidvania in Godot (The Library of Lost Stories). I’m looking for someone to lead the artistic direction as our Illuminator (Illustrator/Concept) or Lead Artist (Inkweaver) for tiles/UI/anim.

If this vibes, please check out my post here on itch with more details: [link]
Happy to chat on Discord as well.

I just want to make something cool with people who love the project - I’m big on bringing everyone’s strengths together and turning ideas into real, playable things. :3

I sent you a discord invite :) 

Hey!
Would you consider throwing your name in the hat for The Echomaster on my Project's Page on Casting Call Club?

https://www.castingcall.club/projects/the-library-of-lost-stories

All good! I know the feeling 😅

Thank you for your efforts! Will have a look and get back to you. 

I'd love if you'd consider throwing your name in the hat for the role of "The Echomaster" (Composer) on my project's page :)

https://www.castingcall.club/projects/the-library-of-lost-stories

Hey! Would you be open to applying for the role of Scribe/ Writer on my project's page?

https://www.castingcall.club/projects/the-library-of-lost-stories

Hey! I am throwing together a team - please consider throwing your name in the hat for one of the roles on my project's page :)

https://www.castingcall.club/projects/the-library-of-lost-stories

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Hi! I’m Nicholas Kuün. I make games (prototypes?) in Godot. I’ve never taken a game all the way to Steam - so I’m doing the thing: a focused game with a kind, passionate crew.

The game - The Library of Lost Stories

A 2D metroidvania with a dark-cutesy storybook aesthetic.

  • Exploration first, gentle but satisfying combat

  • World-as-paper mechanics (ink, torn edges, redaction, rewrite)

  • Readability > detail in art, UI, and combat clarity

  • Engine: Godot 4.x

  • Target: PC/Steam (controller-friendly)


Open roles (portfolio-based - no auditions)

1) The Cartographer (Tools & Level Design)

You’re my right hand for speed and workflow. If you can code, this is for you (Godot a plus, not required).

  • Level workflows

  • Editor tools

  • Pipelines

  • Integration

  • Bottlenecks

2) The Soundbinder (SFX Artist & Audio Engineer)

You make the world feel crisp and keep VO clean.

  • Ability SFX

  • VO polish

  • Ambience

  • Mix & integration

3) The Echomaster (Composer)

You set the sonic identity: warm, papery, melancholy - with a thread of hope. Coordinate with the Soundbinder.

  • Music

4) The Illuminator (Illustrator / Concept Artist)

You turn prototypes into pictures that lead - own color & light and guide production with paintovers.

  • Color & lighting direction

  • Style frames & keys

  • Paintovers

  • Concepts

5) The Inkweaver (Artist)

You own look + readability and ship production art.

  • Environment

  • Characters/FX

  • UI/UX

  • Key art

6) The Scribe (Writer / Narrative Designer)

You give the Library its words, rhythm, and spine - evocative but light.

  • Narrative design

  • VO pages

  • World & lexicon

  • Trigger map: when lines fire, priority stacks, simple fail-safes


How we'll work

  • Time: ~3–6 hrs/week (≈1 hr/day). Async-friendly. I’ll often put in more to unblock folks.

  • Rhythm: one clear weekly goal each, mid-week async check-in, and a weekly itch build.

  • Scope: vertical slice first (one biome) to lock style/feel/pipeline; then expand.

  • Cadence: aiming 5 months, could stretch to ~8 months; monthly scope reviews.

  • Team culture: titles = lead responsibilities, not silos. Bring your you - your taste and quirks.

  • Wellbeing: no crunch. If life gets busy, say so; pausing/downshifting is fine with communication.

Compensation - Equal Revenue Share

  • Equal revshare among committed team members (documented and signed before full production).

  • Payment is deferred and only occurs if the game earns revenue.

  • Join/leave changes are updated fairly, in writing.

Production policy (AI)

No AI-generated art/VO/music/SFX/writing in the shipped game. Temporary listing images only. I may use AI as a coding assistant. We respect artist consent and don’t train on or upload anyone’s work.

Apply

Please include your portfolio/reel (itch/ArtStation/GitHub/Drive), plus:

  • Hours/week, timezone, Discord handle (pronouns welcome)

  • A few sentences on why this project clicks for you

  • If you’re unsure of fit but excited, apply anyway - passion matters here.


If you read this far: thank you. I want this to be a passion project for all involved. Let’s make something small, beautiful, and playable together.

Hi Diztanz! Love your pencil-style. I’m putting together a team for a small dark-cutesy 2D metroidvania (equal revshare, ~1 hr/day, flexible). 
I am looking for an artist or two to help steer the visual direction. 

Description and Role Brief (portfolio-based): https://www.castingcall.club/projects/the-library-of-lost-stories

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In that regard, this is an amazing demonstration!
May I ask, out of curiosity, what made you device  decide to code your own engine?

This is a surprisingly fun little game!
I won on my second attempt (after figuring out the mechanics on attempt 1)  and I found myself frowning in commitment to saving poor private Bryan (love the name btw).

I only realised the timer towards the end, and I presumed it was a wave tracker, I almost wish it got insanely more difficult and were reversed to a highscore. 

I won pretty quickly after realising I'm supposed to shoot the enemies AAND pick up the humans.

Pretty cool game!

I really like the effort you put into it. I can see a lot of potential here!

A couple of things that stood out to me while playing:

  • Maybe consider not spawning enemies right on top of the player and adding a brief moment of invincibility at the start.
  • Having a quick restart option instead of going back to the title screen would improve the flow.
  • WASD controls as an option would be great! Clicking to start and then immediately needing to switch to arrow keys felt a bit unintuitive.


You're on the right track! Keep making games—you're learning more with each project, and I’m excited to see what you create next! 

You won!

Damn! That was fun to watch, thank you for sharing the link and for the insightful feedback.

https://itch.io/t/4062836/help-lighting-looks-different-in-web-export-compared-t...

No ways! Thank you for going through the efforts to do this, @investus!
Really excited to get into 3d development, I appriciate you showing me the ropes.

Looking forward to playing around with the project after work to learn what you've done <3

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Hi everyone,

I'm new to 3D development, although I've been working with Godot for a bit now. Recently, I started experimenting with a 3D project using Godot 4.3. While testing the lighting in the Godot editor, everything looks good. However, when I export the project to the web, the lighting and colors appear completely different. It seems like the model is less vibrant, and the lighting/shadows don't behave as expected.

What I’ve Tried So Far:

  1. Adjusting light intensity and color in both the editor and environment nodes.
  2. Modifying the ambient light settings and environmental glow.
  3. Testing different settings for the DirectionalLight3D node.
  4. Experimenting with both the standard and compatibility renderers.

Screenshots:

  • Godot Editor (working lighting)
  • Web Export (different lighting)

Additional Information:

  • Project Files: I've uploaded the basic project files and a sample export on Google Drive for anyone willing to take a closer look: Google Drive Folder
  • Link to Game on Itch: Itch.io Page

Description of the Project:

I'm experimenting with a simple 3D character and lighting setup. The character is a voxel model with a basic directional light and ambient lighting for the scene. Everything looks fine in the editor, but when exporting to the web, the lighting appears flat and lacks the same vibrancy and shadow detail.

Apologies:

I apologize if this is a common issue. I'm still learning 3D development and would appreciate any advice or solutions you might have. Thanks for your help!




Sorry. It seems to be something with the audio-logic I added in the last hour or so before submission. Thanks for trying and for your comment <3

Thank you. I meant to add a little indication on this page. Totally miismanaged my time here.

OMG, this is so buggy. I am sorry if you played this game xD

Epic! Shall send you a link when I am done :P
Appriciate the speedy reply <3

There is no download link here <3

I'm working on a project that uses sprites exported from voxels. It would be great if this pack could optionally contain the .vox files for MagickaVoxel.
Looks amazing <3

Adorable art. Loved the 3d animations and the feel of the world. I did however get stuck in level 4ish, just after getting the second round of growth-juice, I only had the ladder and it couldn't span the gap to the top? I could see this becoming a full title. Frodger was especially cute, has a lot of character. The third-person camera also really highlights the gamespace well. Good job for making this in such a small window, really impressive.

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I downloaded your game from the description to avoid the physics bug, and I'm going to rate it as if this is what was submitted to the itch-jam. I understand that things happen during game jams, and it's all about learning, not scrutiny.

First off, I love the menu! It's really well done.

One thing I missed was the ability to rotate pieces. I think the game could benefit from a grid-based system, kind of like Bad Piggies.

Another minor gripe was the sound effect for 'can't place item' playing when swapping items in the hotbar. It made me think I was doing something wrong, even when I wasn't. Otherwise the music is great!

It would be useful if restarting a level kept my builds. Let's me more frequently iterate through solutions. 

I struggled to get past level 2, even after multiple attempts. It seems like the wheels have no traaaction. That said, I genuinely enjoy the gameplay. This is the kind of game I love!

I noticed you're using Godot and mentioned switching the default physics engine. Do you mind sharing your preference for this choice? We also used Godot for our project, and I've been wanting to create a game like this myself. Great job overall!

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I enjoyed playing this! The levels are clean and you did a good job to make sure to never leave the player stuck. I usually do not like puzzle platforrmers, and I felt myself engaged with this. Appriciate the level design that went into this. Almost gave up more than once, but that's a me-issue. I think the checkpoints stopped me from leaving, because I got to just try something new right away.  

That means the world! The duck was my spirit animal this game jam. Love that little quacker.

Thank you for trying our game. I wish we had more levels to satisfy that "I gotta get 'em all" feeling. We're happy you enjoyed the short experience. The "jerky movement" you're referring to was not initially intentional, but it very quickly got labeled a "feature" during development.

So happy you noticed the physics! All of our ideas were brain-farts that actually came together cohesively. I think the little caricatured objects, created by my teammates, carried the quirky-fun feeling in the end.

Yeah, the level-select screen doesn't get in-your-face when you finish a level, like it should. We've only got 6 short levels. The physics was a fun challenge — interesting to juggle making things easy and making things absurd. Thank you for sharing your humble opinion <3

My teammates asked me more-than-once to tone down the duck's bounciness; I think I went a little mad with power. Thanks for the comment! The levels were kinda thrown together, but in retrospect, I wish we had more content with the mechanics we built.

Thanks for playing Scale Stacker on stream! I had a blast watching you play everyone's games. Really enjoyed the thorough, constructive insights you provided. Looking forward to playing Tetro Builder.

Loool. J and K are actually pretty intuitive, That's my bad actually. 

I appriciate you taking the time to reply :D

Definately going to be using this in my future projects - cool stuff <3