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		<title>Platformer on Birdor Blog</title>
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			<lastBuildDate>Mon, 27 Apr 2026 17:45:00 +0800</lastBuildDate>
		
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				<title>Celeste Success Case Study: When A Game Jam Idea Survived The Climb To Polish</title>
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				<pubDate>Mon, 27 Apr 2026 17:45:00 +0800</pubDate>
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				<description>&lt;p&gt;Celeste began with a small idea that could have stayed small.&lt;/p&gt;&#xA;&lt;p&gt;Maddy Thorson and Noel Berry created the original Celeste prototype during a short game jam using PICO-8. The early version had a simple climbing fantasy, tight platforming, and enough friction to make each screen feel like a small argument between the player and the mountain.&lt;/p&gt;&#xA;&lt;p&gt;Many jam games have a good mechanic. Few become a polished commercial game.&lt;/p&gt;&#xA;&lt;p&gt;Celeste succeeded because the team did not merely add content. They protected the feel, clarified the emotional center, and built a full game around the exact tension that made the prototype work.&lt;/p&gt;</description>
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