📬 How to Reach Me Directly — A Personal Note from Kehinde Owolabi
Beyond DEV.to and GitHub — the accounts where you can actually talk to me.
🎯 The Short Version
Facebook (personal account):
Name on Facebook: Owolabi Sam
DEV.to:
👉 dev.to/kehinde_owolabi_e2e54567a
GitHub:
👉 github.com/terracodes004/limn-engine-doc
Discord (Limn Arcade community):
📖 Introduction
Most of the interactions I have with readers happen on DEV.to and GitHub. You comment on an article. You open an issue. You fork a game. That's the public layer of the ecosystem — and it's where most questions belong, because the answers help everyone who reads them later.
But sometimes you don't want to write a public comment. Maybe you have a question that doesn't fit into an article. Maybe you want to send feedback that isn't a bug report. Maybe you just want to say hi, tell me what you built with Limn Engine, or ask me to look at something specific.
For those cases, the public channels aren't always the right fit. This article is about the direct channel — the Facebook account I use for personal and community contact, and how to use it well.
🎯 A Quick Note on Names
Before I explain how to reach me, I need to explain something. My DEV.to account is under the name Kehinde Owolabi. My Facebook account is under Owolabi Sam. Both names refer to the same person.
This is normal for personal accounts. I've used Facebook longer than I've used DEV.to, and the Facebook name is what my friends and family know. But it means if you search for "Kehinde Owolabi" on Facebook, you might not find me. If you search for "Owolabi Sam" on DEV.to, you might be confused.
The link below connects the two:
That's the account. Whatever name appears on the profile, that's me.
📬 When to Use the Facebook Account
Good uses:
- Saying hi. If you built something with Limn Engine and want to show me, this is the channel. I love seeing what people build.
- Questions that don't fit DEV.to. If you have a question that's too short for an article but too long for a comment, a message is fine.
- Feedback on articles. If a tutorial didn't make sense or an article had an error you spotted, a message is a fast way to tell me.
- Collaboration requests. If you want to work on something together — a game, an article, a feature — the Facebook account is a good starting point.
- Community connection. If you're building Limn Engine games and want to talk about the ecosystem, I'm happy to chat.
Not-so-good uses:
- Bug reports. Those belong on GitHub Issues so they're trackable and searchable.
- Technical questions with long answers. Those belong on DEV.to or Discord so others can find the answers later.
- Anything urgent that isn't actually urgent. Facebook messages aren't monitored on a schedule. If it's truly urgent, use the Discord community — there are always people there.
🎯 When to Use the Other Channels
Each channel has a purpose. Here's how I'd recommend using each one:
| Channel | Best For | Response Time |
|---|---|---|
| DEV.to comments | Questions on specific articles, general Limn Engine discussion | Usually within a day |
| GitHub Issues | Bugs, feature requests, documentation gaps | Within a few days |
| Discord | Community chat, quick questions, help from other developers | Usually within hours (community-run) |
| Personal connection, feedback, questions that don't fit the others | Depends on my schedule |
The Facebook account is a bit like a direct message to me. It's not for public interaction. It's not monitored by a community. It's just me.
📝 A Note on Time Zones
I'm based in Lagos, Nigeria. That means I'm on West Africa Time (WAT). If you're writing from a different time zone, expect a delay if you message at what's for me an unusual hour.
This isn't a complaint — it's just a fact of building things from a specific place. If your message arrives at 3am my time, I'll answer it when I'm awake. That's usually the next day.
🎯 What You Can Expect
If you message me on Facebook:
- I'll read it. I try to read every message that isn't spam.
- I'll respond when I have time. That might be the same day, it might be a week later.
- I'll answer honestly. If I don't know something, I'll say so rather than making something up.
- I'll keep it brief. If your message turns into a long technical discussion, I'll probably suggest we move to Discord or GitHub so the answer can help others.
📊 What You've Learned
| Channel | Purpose |
|---|---|
| DEV.to | Articles, public discussion, technical questions |
| GitHub Issues | Bugs, feature requests, structured feedback |
| Discord | Community chat, quick help, community-run support |
| Personal connection, direct messages to me |
⚠️ A Note on the Public Record
Facebook messages are private. They're not indexed by search engines. Nobody else can read them. That's part of why they're useful — some things don't belong on a public comment thread.
But there's a trade-off. When you ask me something privately, only you get the answer. When you ask it publicly on DEV.to or Discord, everyone who comes after you gets the answer too.
Both are valid. Use whichever makes sense for the question you're asking.
🚀 What's Next?
The Limn Engine ecosystem is still growing. Here are some ways to stay connected:
- Follow the DEV.to series for new articles on the engine and the arcade.
- Star the GitHub repo to keep up with issues and updates.
- Join the Discord for community conversation and quick help.
- Add me on Facebook if you want a direct line.
I'm always happy to hear from people building with Limn Engine. If you have a project you're working on, a question I haven't answered in an article, or just want to say hello — all of those are welcome.
🔗 Resources
| Resource | Link |
|---|---|
| facebook.com/damilare.ape | |
| DEV.to | dev.to/kehinde_owolabi_e2e54567a |
| GitHub | github.com/terracodes004/limn-engine-doc |
| Discord | discord.gg/kVpSmYWXr |
| Limn Engine Docs | limn-engine-doc.vercel.app |
| Limn Arcade | limn-engine-doc.vercel.app/arcade |
| Limn Studio | limn-engine-doc.vercel.app/editor |
| Light Editor | limn-engine-doc.vercel.app/editor/light-editor.html |
🎯 The One-Line Summary
"Facebook is the direct channel — Owolabi Sam on facebook.com/damilare.ape is Kehinde Owolabi on DEV.to, and it's where you can message me one-on-one." 📬🚀
Draw your game into existence — one connection at a time. 🎮🚀