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    <description>HONEYGAME 的独立游戏开发手记 —— 设计笔记、技术日志、以及把游戏做完的笨办法。</description>
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      <title>为什么我做了一个不会跳的主角</title>
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      <pubDate>Sat, 14 Mar 2026 00:00:00 GMT</pubDate>
      <description>我砍掉了跳跃键。然后花了三个月，学着把「不能跳」变成一种表达。</description>
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      <title>4000 行 shader，只为了让水面好看一点</title>
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      <pubDate>Thu, 26 Feb 2026 00:00:00 GMT</pubDate>
      <description>我花了六周重写水面。这篇文章是给未来的自己看的：哪些尝试有用，哪些纯粹是在自我感动。</description>
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      <title>把游戏做完的九个笨办法</title>
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      <pubDate>Sun, 08 Feb 2026 00:00:00 GMT</pubDate>
      <description>我发过一个游戏，砍掉过四个。这篇是活下来的那个总结出来的，全都是笨办法，但都真的管用。</description>
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      <pubDate>Mon, 19 Jan 2026 00:00:00 GMT</pubDate>
      <description>我画了三年像素画，才明白自己一直在犯同一个错：把像素当成低分辨率的照片。</description>
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