/game-jam
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.
$ npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill game-jam --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
- Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
- You can call itInvoke it directly when you want it.
- Slash command
/game-jam
Context preview
The summary Claude sees to decide when to auto-load this skill.
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.
SKILL.md
game-jam.SKILL.mdname: 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
1. **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. 2. **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. 3. **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. 4. **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. 5. **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. 6. **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. 7. **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
Read more
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
1. **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. 2. **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. 3. **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. 4. **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. 5. **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. 6. **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. 7. **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
<img src="docs/assets/banner.png" width="820" alt="awesome-gamedev-agent-skills — game-dev skills for AI coding agents.
Repo: gamedev-skills/awesome-gamedev-agent-skills
Other skills on awesome-gamedev-agent-skills.
- /audio-design
Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral. Use when the user mentions audio mixing, audio buses,
Open skill - /camera-systems
Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing and a shake hook. Engine-neutral techniques that pair with the engine's camera
Open skill - /create-game-assets
Plan, generate, source, normalize, and validate cohesive visual game assets. Use for art direction, style bibles, sprites, tilesets, backgrounds, UI art, icons, textures, concept art, or 3D asset briefs.
Open skill - /dialogue-systems
Build branching dialogue and narrative — a node/choice graph with conditions, variables, and localization hooks — and choose between authoring tools Ink and Yarn Spinner or a custom data-driven runner. Engine-neutral. Use when the user mentions dialogue system, branching
Open skill - /game-ai
Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API. Use when building enemy AI, an FSM or behavior tree, steering/flocking, or
Open skill - /game-feel
Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as engine-neutral techniques that pair with the detected engine's tween, particle, and camera
Open skill

