game-jam
gamedev-skills/awesome-gamedev-agent-skills
Plan and ship a game under a jam deadline: lock scope, schedule hours, cut features, submit on time.
What is game-jam?
A planning and scope-control playbook for timed game jams (Ludum Dare, GMTK Jam, Global Game Jam, 48-hour builds). Focuses on hitting the deadline with a finished, playable submission—not the game you imagined. Use when entering a jam or deciding what to cut to meet a fixed deadline.
- Lock a one-sentence concept and core mechanic before building
- Scope features to jam length (48h, 72h, 1-week) with concrete budgets for mechanics, levels, art, and audio
- Build a vertical slice (30-second playable loop) first to validate the core before expanding
- Reserve 20% of the clock for shipping: export, testing, screenshots, page, and submission
- Triage features fast using three questions: does the loop work without it, can players tell it's missing, is it under 30 min of work
- Pre-submission build checklist: clean export, on-screen controls, no crashes, proper jam submission (not just page upload)
How to install game-jam
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill game-jamHow to use game-jam
- 1.Read the jam rules before the theme drops: confirm length, theme reveal time, submission deadline with timezone, asset/engine/team rules, and rating requirements
- 2.Prep the boring parts in advance (if allowed): empty project that builds and exports, input + title/end screen stub, export pipeline tested once, licensed font and SFX source
- 3.When the theme drops, brainstorm 10 ideas in 15 minutes, then commit to one expressible as 'You [verb] to [goal] while [constraint]'
- 4.Use the scope budget table to pick one core mechanic and one 'hook' feature; everything else is a stretch goal
- 5.Build the vertical slice first: get a 30-second playable loop (start → play → lose/win → restart) running by the first third of the clock
- 6.Reserve the last 20% of the clock for shipping: export, test the build on a clean path, capture screenshots, write the page, and submit
- 7.Submit early (well before deadline); most jam pages let you swap the file until it closes, so a working build uploaded early beats a polished one submitted late
Use cases
- Entering Ludum Dare, GMTK Jam, or Global Game Jam with a fixed deadline and theme
- Planning a 48-hour or weekend game build and deciding what's actually achievable
- Scoping a jam entry when scope creep threatens to miss the deadline
- Validating a mechanic quickly before committing jam hours to it
- Preparing pre-jam setup (empty project, input stubs, export pipeline, licensed assets)
- Game developers entering timed jams
- Solo or small-team game makers under deadline pressure
- Anyone learning to scope and cut features ruthlessly
- Game jam organizers or mentors advising participants
game-jam FAQ
The core mechanic is the one thing the player does repeatedly (e.g., jump, shoot, match tiles). The hook is the one twist that makes it yours (e.g., jumping reverses gravity, or you're shooting backwards). Both must fit in the first third of the clock; everything else is a stretch goal.
If the core loop isn't playable by the first third of the clock, cut features now. Ask: does the loop work without it (stretch goal), can a player tell it's missing (cut if no), is it under 30 min of work (defer if no). Default answer under deadline pressure is cut.
A complete tiny loop (start → play → lose/win → restart) is playable and fun immediately, and you can expand it. A half-built big game is neither playable nor submittable. Vertical slice first validates the core before you spend hours on content.
Uploading the game to the jam page but not submitting it as an official entry. On itch.io, a jam entry is a separate submission linked from the jam page. Check the rules and confirm your game is actually registered in the jam, not just on a page.
Exporting, zipping, testing the build on a clean path, writing the page, and uploading reliably take 1–3 hours and always surface a build bug (missing assets, wrong working directory, dev console errors). Treat the deadline as ~2 hours earlier than it is and ship early so you can update if time remains.
Full instructions (SKILL.md)
Source of truth, from gamedev-skills/awesome-gamedev-agent-skills.
name: game-jam description: > Plan and ship a game under a jam deadline: lock scope to the clock, schedule the hours, cut features, and submit on time. Use for a game jam (Ludum Dare, GMTK Jam, Global Game Jam), a 48-hour or weekend build, or scoping and submitting a jam entry.
Game Jam
Turn a theme and a fixed deadline into a finished, submitted game. This is a planning and scope-control playbook, not engine code: the win condition is something submitted and playable, not the game you imagined.
When to use
- Use when entering a timed jam (Ludum Dare, GMTK Jam, Global Game Jam, a weekend jam), scoping a 48-hour build, or deciding what to cut to hit a deadline.
- Use when the user asks "what can I actually build in a weekend" or "how do I submit to this jam".
When not to use: building the core loop in engine code (use the engine skill —
godot-2d-movement, phaser-core, etc. — or a genre skill like platformer); throwaway
experiments with no deadline (use prototype-fast); shipping a commercial release (use
steam-publish / itch-publish).
Core workflow
- Read the rules before the theme drops. Confirm the jam's length, theme reveal time, submission deadline (with timezone), whether teams/pre-made assets/engines are allowed, and whether ratings require you to rate other entries. Missing one of these disqualifies an otherwise-finished game.
- Prep the boring parts in advance (allowed by most jams): empty project that builds and exports, input + a title/end screen stub, an export pipeline you've run once, and a font/SFX source you're licensed to use. Day-one time is too precious to spend here.
- Theme → one sentence. Brainstorm 10 ideas in 15 minutes, then commit to one expressible as: "You [verb] to [goal] while [constraint]." If you can't say it in one sentence, it's too big.
- Scope to the clock, not the idea. Use the budget table below. Pick one core mechanic and one "hook". Everything else is a stretch goal.
- Build the vertical slice first. Get a 30-second playable loop (start → play → lose/win → restart) running early. A complete tiny loop beats a half-built big one.
- Reserve the last ~20% of the clock for shipping, not features. Export, test the build on a clean path, capture screenshots, write the page. Builds always break at hour 47.
- Submit early, update if time remains. Upload a working build well before the deadline; most jam pages let you swap the file until it closes. A submitted mediocre game scores; an unsubmitted great one does not.
Patterns
1. Scope budget by jam length (plan backwards from the deadline)
| 48-hour jam | 72-hour jam | 1-week jam
--------------|------------------------|-----------------------|------------------------
Core mechanic | 1, proven by hour 6 | 1-2 | 2-3 interacting
Levels/content| 1 hand-made or gen'd | 3-5 | 8-12 + progression
Art | placeholder/1 palette | cohesive 1-artist set | themed set + UI
Audio | 3-5 SFX + 1 loop | SFX + 1-2 tracks | adaptive music
SHIP BUFFER | last 8-10 h | last 12-16 h | last full day
2. The 48-hour timeline (concrete blocks)
H0-2 Ideate -> lock ONE-sentence concept -> name the core mechanic + win/lose.
H2-8 Core loop in code with primitives (boxes/circles). Make it playable, no art.
H8-12 Sleep. (Tired code is tomorrow's bug list.)
H12-24 Content: 1 level/encounter, tune difficulty, add the "hook" feature.
H24-30 Sleep + playtest with one other person; cut anything not landing.
H30-38 Art + audio pass. Juice: screenshake, hit-stop, tween, particles, SFX.
H38-44 Bug-fix freeze: no new features. Fix only crashes + soft-locks.
H44-48 EXPORT, test the build clean, screenshots, write page, SUBMIT (by ~H46).
3. Feature triage — decide fast, decide out loud
For every feature ask, in order:
1. Does the core loop work WITHOUT it? -> if yes, it's a stretch goal, not MVP.
2. Can a player tell it's missing? -> if no, cut it.
3. Is it < 30 min of work? -> if no, defer past the ship buffer.
Default answer under deadline pressure is CUT. You can always add in a post-jam version.
4. Pre-submission build check (run on a clean copy, not your dev folder)
[ ] Build runs from an extracted zip on a path with NO engine/IDE installed.
[ ] Controls are shown on-screen or on the page (jurors won't read your mind).
[ ] No dev console errors; no soft-lock; restart works.
[ ] Web build (if any) is set to the platform's playable-in-browser mode.
[ ] Page has: 1-line pitch, controls, screenshots, credits + asset licenses.
[ ] File uploaded and the submission is actually attached to the JAM, not just the page.
Pitfalls
- Scope creep is the #1 jam killer. If the core loop isn't playable by the first third of the clock, cut features now, not later.
- No ship buffer. Exporting, zipping, and writing the page reliably takes 1-3 hours and always surfaces a build bug. Treat the deadline as ~2 hours earlier than it is.
- Submitting to the page but not the jam. On itch.io a jam entry is a separate submission linked from the jam page — uploading the game alone does not enter it.
- Untested export. "Works in the editor" is not "works in the build." Test the exported artifact on a clean path; missing assets and wrong working directories are classic.
- Unlicensed assets. Music/fonts/sprites pulled from the web can violate jam rules and break later distribution. Use assets you're licensed for and list them in the credits.
- Polishing before the loop is fun. Juice multiplies fun; it can't create it. Get the loop right with placeholders first.
References
- For the throwaway-vs-keep prototyping mindset and greyboxing technique, read the
prototype-fastskill. - For the actual upload mechanics (project page, channels,
butler push), readitch-publish.
Related skills
prototype-fast— validate a mechanic quickly before committing jam hours to it.itch-publish— create the page and upload the build (most jams are hosted on itch.io).- Engine cores (
phaser-core,love2d-core,godot-gdscript, …) and genre skills (platformer,roguelike, …) — build the actual loop the jam scopes around.
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