Freelancers using Google App Script in Baghdad
Freelancers using Google App Script in Baghdad
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Hasan Humam
Baghdad, Iraq
MonoGame/C# game systems dev โ tools, editors, Steam & GPlay
$1k+
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5.0
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11
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MonoGame/C# game systems dev โ tools, editors, Steam & GPlay
2
Built an AI-powered customer support chatbot for Fontty Games from the ground up. Designed the system prompt architecture, intent scoping, and structured JSON output pipeline using the DeepSeek API. The assistant โ Sir Alfonzo Quareno IV โ handles game inquiries across three titles and escalates flagged cases (refunds, bug reports, collabs, and more) by collecting user data conversationally and logging it automatically to Google Sheets via a custom Apps Script webhook๐ฅ. Key engineering decisions: Structured JSON output enforced via response_format to guarantee parseable replies Stateless service with conversation history managed per session on the frontend Escalation logic driven entirely by model output โ no hardcoded UI triggers Prompt designed to resist persona attacks, scope creep, and language confusion Built on Blazor Server with MudBlazor for the frontend.
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LootLocker has SDKs for Unity, Unreal, Godot. If you're building in MonoGame or a plain C# project, you're on your own. I ran into this myself while working on Edin's Gate. Wiring raw HTTP calls to a backend you didn't build gets old fast. So I built a wrapper and figured someone else might need it too ๐. What I covered ๐ฅ Auth: guest sessions with automatic player identity persistence, Steam login. Player: profile info, display name, server-side key-value storage. Commerce: currencies, wallets, balances, catalog browsing, credit and debit. Leaderboards: submit scores, fetch rankings, member lookup, full metadata Progressions: XP systems, battle passes, skill trees. Triggers: achievement-style reward firing, single and batch. How it's built ๐ง Three .cs files. .NET 8, System.Text.Json, no Newtonsoft. Single static HttpClient. CancellationToken on every async method. Full XML docs & IntelliSense on everything. Comes with a README and a working MonoGame demo project ๐ฏ V2 is already planned โ Characters & Heroes, real money purchases, additional auth providers. Existing buyers get it at no extra cost ๐ฅ. If you're building a game in C# and need a backend that just works, this might save you a few days.
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The most annoying parts of shipping a game have nothing to do with the game itself โ store assets, achievement icons, press kits, watermarks, favicons etc. It's all busywork that takes you away from actually building. I made Kur Forge Toolkit to handle all of it. 12 tools in one offline desktop app, built with .NET MAUI and SkiaSharp. No subscription, no internet required, no jumping between five different apps๐ . Store assets, locked achievement variants, press kit PDF and zip, watermarks, favicons, sprite sheet slicing, image framing, resizing, cropping, compression, format conversion, color palette extraction โ it's all there๐ฏ . Available now for Windows๐ฅ .
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Screenshots from My game Sunset Sprout, Available on Steam, I recently released the first major expansion for the game, adding a whole new island, questline and 4 more language localization.๐ฏ ๐
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