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    <title>Marcel on DOT-ASTERISK</title>
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      <title>A retrospective on releasing the Juggle Star DX video game</title>
      <link>https://blog.dot-asterisk.nl/code/juggle-star-retrospective/</link>
      <pubDate>Thu, 02 Apr 2026 17:00:00 +0200</pubDate><author>marcel@dot-asterisk.nl</author>
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      <description>&lt;p&gt;&#xA;&lt;a href=&#34;https://blog.dot-asterisk.nl/juggle-star-header.png&#34; data-dimbox data-dimbox-caption=&#34;Juggle Star DX Header&#34;&gt;&#xA;    &lt;img src=&#34;https://blog.dot-asterisk.nl/juggle-star-header.png&#34; alt=&#34;Juggle Star DX Header&#34; /&gt;&#xA;&lt;/a&gt;&#xA;&#xA;&lt;/p&gt;&#xA;&lt;p&gt;This month marks the release of my first commercial game &lt;a href=&#34;https://dot-asterisk.itch.io/juggle-star-dx&#34;&gt;Juggle Star DX&lt;/a&gt;. While this is something that should be thoroughly enjoyed and celebrated, I can&amp;rsquo;t help but have mixed feelings about the whole process.&lt;/p&gt;&#xA;&lt;h1 id=&#34;nothing-could-have-prepared-me-for-how-difficult-this-was&#34;&gt;Nothing could have prepared me for how difficult this was&lt;/h1&gt;&#xA;&lt;p&gt;Working on this game was by far one of the most emotionally difficult paths I&amp;rsquo;ve embarked on voluntarily. And I say that having gone through a few personal hells. But it was also insanely rewarding at times. Thinking about that gives me a lot of conflicts inside. What made it this way for me?&lt;/p&gt;</description>
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