
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.
- Installs
- 6.1K
- Last 24h
- +325
- Trending rank
- #910
- Security
- Pass
Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill game-jam- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads game-jam automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
Security audits
Independent scans of the skill's instructions and bundled files.
SKILL.md
The instructions your agent reads when the skill is triggered.
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, its generative AI policy, which platforms the build must run on (often Windows or browser), where you submit (an itch.io jam page, or the jam's own site), whether uploads lock once the deadline passes, 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; you can usually replace the file until submissions close. After that, many jams lock uploads for the whole rating period or allow only declared bug fixes, so the build you have at the deadline is the one people rate. 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 | 72-96 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.
5. Format rules of the big recurring jams (re-check the current event page)
Ludum Dare Two categories. COMPO: solo, 48 h, all art/music/sound made during the
event, source code must be shared. JAM: 72 h, solo or team, any base code;
third-party or old assets are fine but opt out of Graphics/Audio voting.
One extra "submission hour" for packaging; after it, only declared bug
fixes and ports, no new features. Entries live on ldjam.com and link to
builds you host elsewhere (for example on itch.io). Rating others raises
your entry's visibility ("Coolness").
GMTK Jam Hosted on itch.io, solo or team, runs about four days. Must be playable
on Windows or in a browser with keyboard/mouse. Generative AI art and
audio get the entry disqualified. Uploads lock during the rating period;
linking to a "fixed" build elsewhere is also grounds for disqualification.
Global Game Run at local sites; each site picks its own 48 h window inside a 7-day
Jam period, and the submission deadline is local time. Submit on
globalgamejam.org with source code and all original assets before the jam
ends; GGJ projects are released open source under a Creative Commons
license, so plan any commercial follow-up with that in mind.
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.
- Fixing the build after the deadline. Where uploads lock for rating, the locked build is what gets rated; posting a link to a newer build can disqualify the entry. Where fixes are allowed (Ludum Dare), fix only bugs, add no features, and list the changes on the entry.
- 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. Check the jam's generative AI rule too: some jams disqualify AI-made art or audio.
- 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. - Primary sources for Pattern 5: the Ludum Dare rules (
ldjam.com/events/ludum-dare/rules), the current GMTK Game Jam page on itch.io, andglobalgamejam.org("What is a game jam?" and "Upload your game!"). Rules change between events; read the live page.
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.
FAQ
What does the game-jam skill do?
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.
How do I install game-jam?
Run npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill game-jam in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/game-jam/ (personal) or .claude/skills/game-jam/ (project).
Which AI agents can use game-jam?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is game-jam safe to install?
Security partners have reviewed it: Gen Agent Trust Hub passed; Socket passed; Snyk passed. As with any skill, read the SKILL.md and bundled scripts before installing.
Who maintains game-jam?
It is published by gamedev-skills in gamedev-skills/awesome-gamedev-agent-skills. It has 6,052 recorded installs.
More from gamedev-skills/awesome-gamedev-agent-skills
game-feel
gamedev-skills/awesome-gamedev-agent-skills
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 APIs. Use when the user mentions game feel, juice, "make it feel good/punchy", screen shake, hit stop, screen freeze, easing, squash and stretch, impact frames, or feedback/polish on hits, jumps, pickups, and deaths.
game-ui-ux
gamedev-skills/awesome-gamedev-agent-skills
Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates. Engine- neutral patterns that pair with the detected engine's UI skill. Use when the user mentions HUD, health bar, main menu, pause menu, settings screen, UI layout, anchors, UI scaling, aspect ratio, safe area, controller/keyboard menu navigation, or wiring UI to game state.
level-design
gamedev-skills/awesome-gamedev-agent-skills
Design and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and grid layout, pacing and flow (tension/rest curve), gating and the critical path, and encounter design. Engine-neutral practice. Use when the user mentions level design, blockout/whitebox/greybox, level layout, level pacing, encounter design, or the critical path through a level.
performance-optimization
gamedev-skills/awesome-gamedev-agent-skills
Find and fix game performance problems methodically — measure with the engine profiler first, reason about the frame-time budget, locate the CPU-vs-GPU bottleneck, then apply the right fix: object pooling, draw-call batching, fewer allocations/GC spikes, and asset budgets. Engine- neutral method that pairs with each engine's profiler. Use when the user mentions performance, optimize, low/dropping FPS, frame drops, stutter, lag, profiler, frame budget, draw calls, batching, garbage collection/GC spikes, object pooling, or "the game runs slow".
game-ai
gamedev-skills/awesome-gamedev-agent-skills
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 pathfinding, or when the user mentions state machine, behavior tree, blackboard, A, navmesh, seek, or patrol/chase.
audio-design
gamedev-skills/awesome-gamedev-agent-skills
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, adaptive/dynamic music, ducking, SFX variation, music layers, or syncing gameplay to the beat.
Popular media & creative skills
hyperframes
heygen-com/hyperframes
Read first to make, edit, animate or render any video with HyperFrames (HTML rendered to video), including launch films, explainers, music videos, charts, maps, vertical clips, title cards, captions and overlays. Holds the render contract, the work loop and what each kind of video needs.
media-use
heygen-com/hyperframes
Get or make any media for a HyperFrames video - music, sound effects, images, icons, logos, voiceover, avatar and generated video, transcripts, cutouts, colour grades and looks - with HeyGen or free local tools, and mix placed audio. Also for footage that looks dark, flat or dull, or should be stylized or hidden.
hyperframes-registry
heygen-com/hyperframes
About 450 ready-made HyperFrames blocks and components installed as editable source - transitions, overlays, titles, kinetic type, captions, charts, map overlays, 3D, camera moves. Use it before hand-building any named visual (CRT scanlines, glitch, film grain, a chart); also for hyperframes add and catalog.
hyperframes-creative
heygen-com/hyperframes
Non-animation creative direction for HyperFrames videos. Use for design spec (frame.md / design.md) handling, palettes, typography, narration, beat planning, audio-reactive visuals, composition patterns, and brand / style decisions. For atomic motion patterns and scene blueprints, use hyperframes-animation.
ai-video-generation
101-skills/superpowers
Generate AI videos with Google Veo, Seedance 2.0, HappyHorse, Wan, Grok and 40+ models via inference.sh CLI. Models: Veo 3.1, Veo 3, Seedance 2.0, HappyHorse 1.0, Wan 2.5, Grok Imagine Video, OmniHuman, Fabric, HunyuanVideo. Capabilities: text-to-video, image-to-video, reference-to-video, video editing, lipsync, avatar animation, video upscaling, foley sound. Use for: social media videos, marketing content, explainer videos, product demos, AI avatars. Triggers: video generation, ai video, text to video, image to video, veo, animate image, video from image, ai animation, video generator, generate video, t2v, i2v, ai video maker, create video with ai, runway alternative, pika alternative, sora alternative, kling alternative, seedance, happyhorse
ai-image-generation
101-skills/superpowers
Generate AI images with GPT-Image-2, FLUX, Gemini, Grok, Seedream, Reve and 50+ models via inference.sh CLI. Models: GPT-Image-2, FLUX Dev LoRA, FLUX.2 Klein LoRA, Gemini 3 Pro Image, Grok Imagine, Seedream 4.5, Reve, ImagineArt. Capabilities: text-to-image, image-to-image, inpainting, LoRA, image editing, upscaling, text rendering. Use for: AI art, product mockups, concept art, social media graphics, marketing visuals, illustrations. Triggers: flux, image generation, ai image, text to image, stable diffusion, generate image, ai art, midjourney alternative, dall-e alternative, text2img, t2i, image generator, ai picture, create image with ai, generative ai, ai illustration, grok image, gemini image, gpt image, openai image, chatgpt image