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  <description>Guides, devlogs and features on mobile arcade and puzzle games, from the indie studio jjunior.net.</description>
  <language>en</language>
  <lastBuildDate>Thu, 18 Jun 2026 00:00:00 +0000</lastBuildDate>
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    <title>How to get better at match-3 puzzles</title>
    <link>https://jjunior.net/articles/how-to-get-better-at-match-3-puzzles/</link>
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    <pubDate>Thu, 18 Jun 2026 00:00:00 +0000</pubDate>
    <category>Guides</category>
    <description>The gap between luck and skill in match-3 is mostly what you do in the two seconds before you tap.</description>
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    <title>The beginner's guide to endless arcade games</title>
    <link>https://jjunior.net/articles/beginners-guide-endless-arcade-games/</link>
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    <pubDate>Wed, 17 Jun 2026 00:00:00 +0000</pubDate>
    <category>Guides</category>
    <description>The one-more-run loop, explained, plus five habits that turn a frustrating start into a high score.</description>
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    <title>Why Glydra uses relative-drag control</title>
    <link>https://jjunior.net/articles/why-glydra-uses-relative-drag-control/</link>
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    <pubDate>Tue, 16 Jun 2026 00:00:00 +0000</pubDate>
    <category>Devlog</category>
    <description>The control scheme is the whole game. Here's why we threw out the obvious option and built Glydra around your finger instead.</description>
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    <title>Combos, power-ups and near-misses: scoring that keeps you playing</title>
    <link>https://jjunior.net/articles/scoring-that-keeps-you-playing/</link>
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    <pubDate>Mon, 15 Jun 2026 00:00:00 +0000</pubDate>
    <category>Guides</category>
    <description>Points are the boring part. The real hook is the little dares an arcade game stacks on top of them.</description>
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    <title>What makes a one-touch game great</title>
    <link>https://jjunior.net/articles/what-makes-a-one-touch-game-great/</link>
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    <pubDate>Sun, 14 Jun 2026 00:00:00 +0000</pubDate>
    <category>Features</category>
    <description>Anyone can make a game you play with a single finger. Making one you can't put down is a different craft.</description>
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    <title>Designing Fuzzlings: making a Suika-style merge feel cozy</title>
    <link>https://jjunior.net/articles/designing-fuzzlings-cozy-merge/</link>
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    <pubDate>Sat, 13 Jun 2026 00:00:00 +0000</pubDate>
    <category>Devlog</category>
    <description>Merge puzzles are usually quietly stressful. We wanted one you could sink into. Here's how we kept the satisfying part and softened the rest.</description>
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    <title>Mote and the idle-game problem: respecting a player's time</title>
    <link>https://jjunior.net/articles/mote-and-the-idle-game-problem/</link>
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    <pubDate>Fri, 12 Jun 2026 00:00:00 +0000</pubDate>
    <category>Devlog</category>
    <description>Idle games have a reputation for farming your attention. With MOTE we tried to keep the lovely part and drop the dark patterns.</description>
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    <title>Quaylo: building logic puzzles that need no language</title>
    <link>https://jjunior.net/articles/quaylo-logic-puzzles-no-language/</link>
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    <pubDate>Thu, 11 Jun 2026 00:00:00 +0000</pubDate>
    <category>Devlog</category>
    <description>Most puzzle games quietly assume you speak a certain language. Quaylo's whole idea is to need no tutorial at all.</description>
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    <title>Touch controls, ranked: why great mobile games skip the joystick</title>
    <link>https://jjunior.net/articles/touch-controls-why-skip-the-joystick/</link>
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    <pubDate>Wed, 10 Jun 2026 00:00:00 +0000</pubDate>
    <category>Guides</category>
    <description>The on-screen joystick is the default, and the default is usually wrong. A field guide to what actually feels good in the hand.</description>
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    <title>How to read a difficulty curve and last longer</title>
    <link>https://jjunior.net/articles/how-to-read-a-difficulty-curve/</link>
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    <pubDate>Tue, 09 Jun 2026 00:00:00 +0000</pubDate>
    <category>Guides</category>
    <description>Most arcade runs don't end because the game got hard. They end because you stopped reading how it was getting hard.</description>
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    <title>Free games that don't feel cheap: doing ads tastefully</title>
    <link>https://jjunior.net/articles/free-games-that-dont-feel-cheap/</link>
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    <pubDate>Mon, 08 Jun 2026 00:00:00 +0000</pubDate>
    <category>Features</category>
    <description>Free-to-play earned its bad reputation honestly. Here's how we think about ads without making players resent the game.</description>
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    <title>Where mobile arcade games are heading in 2026</title>
    <link>https://jjunior.net/articles/mobile-arcade-games-2026/</link>
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    <pubDate>Sun, 07 Jun 2026 00:00:00 +0000</pubDate>
    <category>News</category>
    <description>The big shift this year isn’t a new genre, it’s hypercasual growing up. What the move to hybrid casual means for players and small studios.</description>
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    <title>How to actually beat your own high score</title>
    <link>https://jjunior.net/articles/how-to-beat-your-high-score/</link>
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    <pubDate>Sat, 06 Jun 2026 00:00:00 +0000</pubDate>
    <category>Guides</category>
    <description>Your high score isn't a wall. It's a habit. A few unglamorous ways to nudge the number up without rage-quitting.</description>
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