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    <title>DEV Community: Yu Robin</title>
    <description>The latest articles on DEV Community by Yu Robin (@yu_robin_a7ce9dd774ddfeae).</description>
    <link>https://dev.to/yu_robin_a7ce9dd774ddfeae</link>
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      <title>DEV Community: Yu Robin</title>
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    <item>
      <title>How Meccha Chameleon Reinvents Hide-and-Seek with Painting Mechanics</title>
      <dc:creator>Yu Robin</dc:creator>
      <pubDate>Sun, 28 Jun 2026 09:32:30 +0000</pubDate>
      <link>https://dev.to/yu_robin_a7ce9dd774ddfeae/why-meccha-chameleon-is-the-most-creative-multiplayer-game-of-2026-o9d</link>
      <guid>https://dev.to/yu_robin_a7ce9dd774ddfeae/why-meccha-chameleon-is-the-most-creative-multiplayer-game-of-2026-o9d</guid>
      <description>&lt;p&gt;&lt;strong&gt;A deep dive into the game design, strategy depth, and viral community reception of 2026's most surprising indie hit.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fplaceholder.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fplaceholder.png" alt="Gaming" width="800" height="400"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;blockquote&gt;
&lt;p&gt;TL;DR: Meccha Chameleon is a multiplayer hide-and-seek game where players manually paint their characters to camouflage. It sold 7M copies, hit 152K peak Twitch viewers, and was made by one developer. Here's why the design works.&lt;/p&gt;
&lt;/blockquote&gt;




&lt;h2&gt;
  
  
  The One-Mechanic Game Design Philosophy
&lt;/h2&gt;

&lt;p&gt;As game developers, we often overcomplicate things. More mechanics, more systems, more features. Then along comes a game like Meccha Chameleon to remind us: &lt;strong&gt;one brilliant mechanic, executed perfectly, is enough.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Released June 9, 2026 by solo developer &lt;strong&gt;lemorion_1224&lt;/strong&gt;, Meccha Chameleon takes the universally understood game of hide-and-seek and adds exactly one twist: &lt;strong&gt;you paint yourself to blend in.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;That's it. That's the whole pitch. And somehow, it's enough to create an experience that has sold over 7 million copies and broken Twitch streaming records.&lt;/p&gt;

&lt;p&gt;Let's break down why this design works so well — and what we can learn from it.&lt;/p&gt;

&lt;h2&gt;
  
  
  The Core Mechanic: Painting as Gameplay
&lt;/h2&gt;

&lt;p&gt;In Meccha Chameleon, players are divided into Hiders and Seekers. Hiders start with a white chameleon body and must paint it to match the environment using three tools:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;┌─────────────────┬──────────────────────────────────────────────┐
│ Tool            │ Function                                      │
├─────────────────┼──────────────────────────────────────────────┤
│ Color Wheel     │ Manual color selection for precise matching  │
│ Eyedropper      │ Sample colors directly from the environment  │
│ Rotation Lock   │ Control orientation to match scene objects    │
└─────────────────┴──────────────────────────────────────────────┘
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;This creates an elegant three-layer skill system:&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;
&lt;strong&gt;Color accuracy&lt;/strong&gt; (technical skill) — How well can you match the environment's colors?&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Pose selection&lt;/strong&gt; (strategic skill) — Does your body shape make sense in context?&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Positioning&lt;/strong&gt; (tactical skill) — Where in the map gives you the best chance of going unnoticed?&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;Each layer compounds on the others. Perfect color with a bad pose = you get caught. Perfect pose in a terrible location = you get caught. All three must align for true invisibility.&lt;/p&gt;

&lt;h2&gt;
  
  
  Why This Feels Different from Prop Hunt
&lt;/h2&gt;

&lt;p&gt;The immediate comparison everyone makes is to Prop Hunt (Garry's Mod) or similar disguise-based games. But Meccha Chameleon's approach is fundamentally different:&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Prop Hunt&lt;/strong&gt;: You &lt;em&gt;become&lt;/em&gt; an object. The game handles the disguise. Your job is positioning.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Meccha Chameleon&lt;/strong&gt;: You &lt;em&gt;paint yourself&lt;/em&gt; to match the environment. The game gives you the tools. Your job is artistry, observation, and execution.&lt;/p&gt;

&lt;p&gt;This distinction is critical because it shifts the cognitive load from &lt;em&gt;where&lt;/em&gt; to hide to &lt;em&gt;how&lt;/em&gt; to hide. Players aren't just finding a spot — they're actively creating their camouflage in real-time. This has profound implications for gameplay flow:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight python"&gt;&lt;code&gt;&lt;span class="c1"&gt;# Simplified decision tree for a Meccha Chameleon hider
&lt;/span&gt;
&lt;span class="k"&gt;def&lt;/span&gt; &lt;span class="nf"&gt;hide&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;hider&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;environment&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt;
    &lt;span class="n"&gt;location&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;choose_position&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;environment&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;     &lt;span class="c1"&gt;# Where?
&lt;/span&gt;    &lt;span class="n"&gt;colors&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;sample_environment&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;location&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;       &lt;span class="c1"&gt;# What colors?
&lt;/span&gt;    &lt;span class="nf"&gt;paint&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;hider&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;colors&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;tool&lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;eyedropper&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;     &lt;span class="c1"&gt;# Apply base coat
&lt;/span&gt;    &lt;span class="n"&gt;pose&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;select_contextual_pose&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;location&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;      &lt;span class="c1"&gt;# What shape?
&lt;/span&gt;    &lt;span class="nf"&gt;rotate_to_match&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;hider&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;nearby_objects&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;       &lt;span class="c1"&gt;# Match orientation
&lt;/span&gt;
    &lt;span class="k"&gt;while&lt;/span&gt; &lt;span class="n"&gt;round_active&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
        &lt;span class="nf"&gt;refine_paint&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;hider&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;                      &lt;span class="c1"&gt;# Keep improving!
&lt;/span&gt;        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="n"&gt;seeker_nearby&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
            &lt;span class="nf"&gt;freeze&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;                             &lt;span class="c1"&gt;# Don't move
&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Notice the key insight: &lt;strong&gt;painting is continuous.&lt;/strong&gt; You can keep refining your camouflage even while seekers are active. This creates a tense push-pull dynamic where hiders are constantly making micro-adjustments under pressure.&lt;/p&gt;

&lt;h2&gt;
  
  
  The Three Game Modes and Their Design Intent
&lt;/h2&gt;

&lt;h3&gt;
  
  
  Normal Mode — The Foundation
&lt;/h3&gt;

&lt;p&gt;Classic hide-and-seek. Hiders paint and hide, seekers hunt. This mode teaches players the core skills and serves as the competitive baseline. Design intent: &lt;strong&gt;mastery through repetition&lt;/strong&gt;.&lt;/p&gt;

&lt;h3&gt;
  
  
  Infection Mode — The Social Dynamite
&lt;/h3&gt;

&lt;p&gt;Tagged hiders become seekers. The last hider standing wins. This is the Among Us effect — escalating paranoia, shifting alliances, and spectacular final stands. Design intent: &lt;strong&gt;social tension and highlight generation&lt;/strong&gt;. This mode is specifically designed to create streamable moments.&lt;/p&gt;

&lt;h3&gt;
  
  
  Double Mode — The Speed Test
&lt;/h3&gt;

&lt;p&gt;Everyone hides, then everyone seeks. Most finds wins. Design intent: &lt;strong&gt;fast-paced party energy&lt;/strong&gt;. This is the mode for large groups and casual sessions, designed to minimize downtime and maximize laughs.&lt;/p&gt;

&lt;p&gt;Each mode uses the same core painting mechanic but creates completely different emotional experiences. That's efficient game design.&lt;/p&gt;

&lt;h2&gt;
  
  
  The Streaming Factor: A Design for Virality
&lt;/h2&gt;

&lt;p&gt;Whether intentional or not, Meccha Chameleon is engineered for streaming culture:&lt;/p&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Factor&lt;/th&gt;
&lt;th&gt;Why It Works for Streaming&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;&lt;strong&gt;Asymmetric roles&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;Viewers see both perspectives, creating natural commentary opportunities&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;strong&gt;Visual clarity&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;A 30-second explanation is all viewers need to understand the game&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;strong&gt;Clippable moments&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;Every round produces at least one highlight-worthy event&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;strong&gt;Reaction-friendly&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;Near-misses, perfect blends, and chaotic infections generate instant reactions&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;strong&gt;Low cost of failure&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;Getting caught is funny, not frustrating — keeps the energy positive&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;

&lt;p&gt;The numbers validate this design. At peak, Meccha Chameleon had &lt;strong&gt;152,000 concurrent viewers&lt;/strong&gt; across &lt;strong&gt;334 live channels&lt;/strong&gt; on Twitch. It's become a staple on Kick and YouTube as well. The top Japanese streamer &lt;a href="https://www.twitchmetrics.net/channels/viewership?game=MECCHA+CHAMELEON&amp;amp;lang=ja" rel="noopener noreferrer"&gt;ChaosFB777&lt;/a&gt; leads the global viewership leaderboard for the game.&lt;/p&gt;

&lt;h2&gt;
  
  
  Lessons for Game Developers
&lt;/h2&gt;

&lt;p&gt;After spending hours with Meccha Chameleon (and even more watching others play), here are the design takeaways I think are most relevant:&lt;/p&gt;

&lt;h3&gt;
  
  
  1. One mechanic done perfectly beats five done adequately
&lt;/h3&gt;

&lt;p&gt;Meccha Chameleon doesn't need progression systems, loot boxes, battle passes, or daily challenges. The painting mechanic is the game, and it's deep enough to support hundreds of hours of play.&lt;/p&gt;

&lt;h3&gt;
  
  
  2. Make failure entertaining
&lt;/h3&gt;

&lt;p&gt;In most competitive games, failure feels bad. In Meccha Chameleon, getting caught is hilarious — both for the catcher and the caught. This keeps the experience positive and replayable.&lt;/p&gt;

&lt;h3&gt;
  
  
  3. Design for spectators
&lt;/h3&gt;

&lt;p&gt;If your game is multiplayer, ask yourself: "Would I want to watch this?" Meccha Chameleon passes this test effortlessly because the visual storytelling is built into the mechanics.&lt;/p&gt;

&lt;h3&gt;
  
  
  4. Low barrier, discoverable depth
&lt;/h3&gt;

&lt;p&gt;New players understand Meccha Chameleon in 30 seconds. But 50 hours later, they're still learning new techniques. That's the holy grail of game design.&lt;/p&gt;

&lt;h3&gt;
  
  
  5. Social-first design
&lt;/h3&gt;

&lt;p&gt;Every mechanic serves the social experience. Painting is a skill, but it's also a conversation topic. Getting caught is a loss, but it's also a shared joke. The game is designed to create stories.&lt;/p&gt;

&lt;h2&gt;
  
  
  Try It Yourself
&lt;/h2&gt;

&lt;p&gt;If you're a game developer, a gamer, or both — Meccha Chameleon is worth studying and worth playing. There's a free browser version that lets you experience the core loop without commitment, and the full version on Steam unlocks all three modes and maps.&lt;/p&gt;

&lt;p&gt;Check out the &lt;a href="https://mecchachameleon.pro/" rel="noopener noreferrer"&gt;official site at mecchachameleon.pro&lt;/a&gt; for the browser version, strategy guides, and community resources.&lt;/p&gt;

&lt;p&gt;It's rare to see a game this elegant succeed at this scale. Meccha Chameleon isn't just a great game — it's a masterclass in minimal, mechanics-driven design that every developer can learn from.&lt;/p&gt;




&lt;p&gt;&lt;em&gt;What games do you think nail the "one mechanic done perfectly" philosophy? Drop your examples in the comments. And if you've played Meccha Chameleon, I'd love to hear your best hiding strategy.&lt;/em&gt;&lt;/p&gt;

</description>
    </item>
    <item>
      <title>A Free 1v1 Tactical Shooter with Unique Agents &amp; Precise Gunplay</title>
      <dc:creator>Yu Robin</dc:creator>
      <pubDate>Thu, 19 Jun 2025 12:03:01 +0000</pubDate>
      <link>https://dev.to/yu_robin_a7ce9dd774ddfeae/a-free-1v1-tactical-shooter-with-unique-agents-precise-gunplay-3bba</link>
      <guid>https://dev.to/yu_robin_a7ce9dd774ddfeae/a-free-1v1-tactical-shooter-with-unique-agents-precise-gunplay-3bba</guid>
      <description>&lt;p&gt;Hey fellow devs and gamers! 🎮&lt;/p&gt;

&lt;p&gt;I'm excited to share ​​Falorant​​ - a free-to-play 1v1 tactical shooter I've been developing that combines:&lt;/p&gt;

&lt;p&gt;🔥 ​​Unique Agent Abilities​​ - Each character has special skills to outplay opponents&lt;br&gt;
🎯 ​​Precision Gunplay​​ - Tight mechanics rewarding skill and strategy&lt;br&gt;
⚡ ​​Fast-Paced Matches​​ - Quick 1v1 duels for intense, bite-sized action&lt;/p&gt;

&lt;p&gt;​​Why I Built This:​​&lt;br&gt;
I wanted to create a tactical shooter that captures the depth of competitive games while being accessible for quick sessions. The 1v1 format creates tense, personal showdowns where every decision matters.&lt;/p&gt;

&lt;p&gt;link: &lt;a href="https://falorant.pro/" rel="noopener noreferrer"&gt;https://falorant.pro/&lt;/a&gt;&lt;/p&gt;

</description>
      <category>gaming</category>
      <category>esports</category>
      <category>gamedev</category>
      <category>showdev</category>
    </item>
    <item>
      <title>Scaling Ludoteca: How We Built a Browser-Based Multiplayer Game Hub</title>
      <dc:creator>Yu Robin</dc:creator>
      <pubDate>Fri, 13 Jun 2025 08:15:21 +0000</pubDate>
      <link>https://dev.to/yu_robin_a7ce9dd774ddfeae/scaling-ludoteca-how-we-built-a-browser-based-multiplayer-game-hub-18jm</link>
      <guid>https://dev.to/yu_robin_a7ce9dd774ddfeae/scaling-ludoteca-how-we-built-a-browser-based-multiplayer-game-hub-18jm</guid>
      <description>&lt;p&gt;Announcing Ludoteca.fun​​ – Your instant-play destination for card games, board games, and classics with thousands of players worldwide! No plugins, no downloads – just pure HTML5 gaming.&lt;/p&gt;

&lt;p&gt;Questions for Fellow Devs:​​&lt;br&gt;
​​Scaling​​: How would you optimize ​​WebSocket bandwidth​​ for 10K+ CCU?&lt;br&gt;
​​Anti-Cheat​​: Best practices for ​​client-side prediction​​ without exposing game logic?&lt;/p&gt;

&lt;p&gt;link: &lt;a href="https://ludoteca.fun/" rel="noopener noreferrer"&gt;https://ludoteca.fun/&lt;/a&gt;&lt;/p&gt;

</description>
      <category>multiplayer</category>
      <category>scalability</category>
      <category>discuss</category>
      <category>websocket</category>
    </item>
    <item>
      <title>Building a Sheep Battle Royale in WebGL: Lessons from ‘Crazy Cattle 3D’</title>
      <dc:creator>Yu Robin</dc:creator>
      <pubDate>Fri, 13 Jun 2025 08:02:28 +0000</pubDate>
      <link>https://dev.to/yu_robin_a7ce9dd774ddfeae/building-a-sheep-battle-royale-in-webgl-lessons-from-crazy-cattle-3d-be0</link>
      <guid>https://dev.to/yu_robin_a7ce9dd774ddfeae/building-a-sheep-battle-royale-in-webgl-lessons-from-crazy-cattle-3d-be0</guid>
      <description>&lt;p&gt;​​Introducing Crazy Cattle 3D​​ – a chaotic single-player battle royale where you play as a sheep ramming others off the map! No downloads, just woolly mayhem in your browser.Balancing ​​realistic sheep physics​​ with ​​arcade-style fun​​. Too much realism made controls sluggish; too little killed the comedy.&lt;/p&gt;

&lt;p&gt;link: &lt;a href="https://crazycattle3d.one/crazy-cow-3d/" rel="noopener noreferrer"&gt;https://crazycattle3d.one/crazy-cow-3d/&lt;/a&gt;&lt;/p&gt;

</description>
    </item>
    <item>
      <title>Building Shell Shockers: How We Made a Web-Based Multiplayer FPS</title>
      <dc:creator>Yu Robin</dc:creator>
      <pubDate>Fri, 13 Jun 2025 07:50:23 +0000</pubDate>
      <link>https://dev.to/yu_robin_a7ce9dd774ddfeae/building-shell-shockers-how-we-made-a-web-based-multiplayer-fps-2p9m</link>
      <guid>https://dev.to/yu_robin_a7ce9dd774ddfeae/building-shell-shockers-how-we-made-a-web-based-multiplayer-fps-2p9m</guid>
      <description>&lt;p&gt;🥚 ​​Crack Open the Fun!​​&lt;br&gt;
I'm excited to share Shell Shockers - a crazy multiplayer FPS where you battle as armed eggs! No downloads needed, just pure web-based mayhem. Try it now and let me know what you think!&lt;/p&gt;

&lt;p&gt;​​Tech Stack Breakdown:​​&lt;br&gt;
Three.js​​ for 3D rendering (all those egg-citing explosions!)&lt;br&gt;
​​WebSocket​​ for real-time multiplayer (up to 20 players per match)&lt;br&gt;
​​Howler.js​​ for immersive audio (that satisfying "pew pew" egg gunfire)&lt;br&gt;
​​PhysicsJS​​ for collision detection (because eggs should bounce!)&lt;/p&gt;

&lt;p&gt;link:&lt;a href="https://shellshock.pro/" rel="noopener noreferrer"&gt;https://shellshock.pro/&lt;/a&gt;&lt;/p&gt;

</description>
      <category>multiplayer</category>
      <category>fps</category>
      <category>webdev</category>
      <category>gamedev</category>
    </item>
    <item>
      <title>Building an Merge Fellas Game with Phaser &amp; Matter.js – Tips Needed!</title>
      <dc:creator>Yu Robin</dc:creator>
      <pubDate>Fri, 13 Jun 2025 07:29:27 +0000</pubDate>
      <link>https://dev.to/yu_robin_a7ce9dd774ddfeae/building-an-merge-fellas-game-with-phaser-matterjs-tips-needed-25bl</link>
      <guid>https://dev.to/yu_robin_a7ce9dd774ddfeae/building-an-merge-fellas-game-with-phaser-matterjs-tips-needed-25bl</guid>
      <description>&lt;p&gt;Hey dev.to community! I just launched ​​Merge Fellas, a quirky merge game where you combine Italian ingredients. It’s built with ​​Phaser​​ for rendering and ​​Matter.js​​ for physics. Would love your feedback!&lt;/p&gt;

&lt;p&gt;link: &lt;a href="https://mergefellas.net/" rel="noopener noreferrer"&gt;https://mergefellas.net/&lt;/a&gt;&lt;/p&gt;

</description>
      <category>programming</category>
      <category>webdev</category>
      <category>beginners</category>
      <category>javascript</category>
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