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    <title>Gbajam2022 on jono shields</title>
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      <title>Nuclear Love</title>
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      <pubDate>Fri, 11 Nov 2022 00:00:00 +0000</pubDate>
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      <description>&lt;p&gt;You can look at my last couple of posts for my grand desires to compete in GBA Jam 2022. But the best laid plans and all that.&lt;/p&gt;&#xA;&lt;p&gt;I ended up not actually starting any sort of entry until the 28th of October. 3 days till the jam ends.&lt;/p&gt;&#xA;&lt;p&gt;So I sit down with my brother for coffee and we get chatting. It would be cool to do a Halloween themed game since the game ends on October 31st. We spitball some ideas and end up talking about doing a post apocalyptic dating game.&lt;/p&gt;</description>
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      <title>Making a Shoot &#39;em up for the masses</title>
      <link>https://jonoshields.com/post/making-a-shmup-for-the-masses/</link>
      <pubDate>Sun, 04 Sep 2022 00:00:00 +0000</pubDate>
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      <description>&lt;h3 id=&#34;kirbys-dreamland&#34;&gt;Kirby&amp;rsquo;s Dreamland&lt;/h3&gt;&#xA;&lt;p&gt;Recently I watched an &lt;a href=&#34;https://www.youtube.com/watch?v=PBRt2D2YN44&#34;&gt;interview&lt;/a&gt; with Masahiro Sakurai, the designer of the original Kirby game among other amazing titles. He talks a bit about the history of platformers and how at that point in time games in general were made to be difficult. Not just for the sake of it mind you, catridges had limited sizes and developers could only fit so much content in there, so to be able to make a longer format game you had to make it hard.&lt;/p&gt;</description>
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