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Get Started Free →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.
.claude/skills/gamedev-skills-game-jam/SKILL.md| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-02 | ✗→✓ | ▲ Improved | 35% | 0% |
| case-03 | ✗→✓ | ▲ Improved | 14% | 0% |
| case-01 | ✗→✓ | ▲ Improved | 5% | 0% |
| case-08 | ✗→✓ | ▲ Improved | 54% | 0% |
| case-09 | ✗→✓ | ▲ Improved | 53% | 0% |
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.
scoping a 48-hour build, or deciding what to cut to hit a deadline.
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).
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.
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.
expressible as: "You [verb] to [goal] while [constraint]." If you can't say it in one sentence, it's too big.
mechanic and one "hook". Everything else is a stretch goal.
→ restart) running early. A complete tiny loop beats a half-built big one.
on a clean path, capture screenshots, write the page. Builds always break at hour 47.
deadline; most jam pages let you swap the file until it closes. A submitted mediocre game scores; an unsubmitted great one does not.
text| 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
textH0-2 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).
textFor 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.
text[ ] 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.
of the clock, cut features now, not later.
always surfaces a build bug. Treat the deadline as ~2 hours earlier than it is.
submission linked from the jam page — uploading the game alone does not enter it.
artifact on a clean path; missing assets and wrong working directories are classic.
break later distribution. Use assets you're licensed for and list them in the credits.
loop right with placeholders first.
prototype-fast skill.
butler push), readitch-publish.
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).phaser-core, love2d-core, godot-gdscript, …) and genre skills(platformer, roguelike, …) — build the actual loop the jam scopes around.
| Case | Status | Duration (ms) | Turns | Tokens | Tool calls | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Without | With | Δ | Without | With | Δ | Without | With | Δ | Without | With | Δ | ||
case-16 | pass→pass | 15,482 | 7,424 | -52% | 1 | 1 | 0% | 2,321 | 2,768 | +19% | 0 | 0 | — |
case-02 | fail→pass | 27,250 | 17,094 | -37% | 1 | 1 | 0% | 3,261 | 4,406 | +35% | 0 | 0 | — |
case-03 | fail→pass | 28,645 | 15,281 | -47% | 1 | 1 | 0% | 3,759 | 4,267 | +14% | 0 | 0 | — |
case-01 | fail→pass | 26,624 | 25,617 | -4% | 1 | 1 | 0% | 4,848 | 5,071 | +5% | 0 | 0 | — |
case-04 | pass→pass | 11,321 | 11,038 | -2% | 1 | 1 | 0% | 2,400 | 4,067 | +69% | 0 | 0 | — |
case-05 | pass→pass | 21,681 | 20,277 | -6% | 1 | 1 | 0% | 3,359 | 4,994 | +49% | 0 | 0 | — |
case-06 | pass→pass | 24,149 | 16,906 | -30% | 1 | 1 | 0% | 2,836 | 4,620 | +63% | 0 | 0 | — |
case-07 | pass→pass | 18,696 | 27,184 | +45% | 1 | 1 | 0% | 2,717 | 4,912 | +81% | 0 | 0 | — |
case-08 | fail→pass | 12,800 | 9,229 | -28% | 1 | 1 | 0% | 2,061 | 3,179 | +54% | 0 | 0 | — |
case-09 | fail→pass | 17,149 | 15,622 | -9% | 1 | 1 | 0% | 2,634 | 4,035 | +53% | 0 | 0 | — |
case-10 | fail→pass | 19,792 | 14,620 | -26% | 1 | 1 | 0% | 2,867 | 3,974 | +39% | 0 | 0 | — |
case-11 | pass→pass | 11,954 | 8,211 | -31% | 1 | 1 | 0% | 1,758 | 3,009 | +71% | 0 | 0 | — |
case-12 | pass→pass | 11,200 | 8,155 | -27% | 1 | 1 | 0% | 1,541 | 2,972 | +93% | 0 | 0 | — |
case-13 | pass→pass | 11,251 | 8,050 | -28% | 1 | 1 | 0% | 1,837 | 2,948 | +60% | 0 | 0 | — |
case-14 | pass→pass | 10,308 | 9,654 | -6% | 1 | 1 | 0% | 1,640 | 3,235 | +97% | 0 | 0 | — |
case-15 | pass→pass | 5,795 | 4,329 | -25% | 1 | 1 | 0% | 954 | 2,408 | +152% | 0 | 0 | — |
case-17 | fail→pass | 15,489 | 9,849 | -36% | 1 | 1 | 0% | 2,406 | 3,297 | +37% | 0 | 0 | — |
case-18 | fail→pass | 18,870 | 12,885 | -32% | 1 | 1 | 0% | 2,775 | 3,540 | +28% | 0 | 0 | — |
case-19 | fail→fail | 8,053 | 5,437 | -32% | 1 | 1 | 0% | 1,265 | 2,549 | +102% | 0 | 0 | — |
case-20 | pass→pass | 14,846 | 10,086 | -32% | 1 | 1 | 0% | 2,154 | 3,270 | +52% | 0 | 0 | — |
case-21 | fail→fail | 13,841 | 10,207 | -26% | 1 | 1 | 0% | 2,317 | 3,329 | +44% | 0 | 0 | — |
case-22 | pass→pass | 13,105 | 10,608 | -19% | 1 | 1 | 0% | 2,190 | 3,419 | +56% | 0 | 0 | — |
DecimalAI ran this skill against gemini-3.6-flash twice over the same eval suite — once with the skill loaded and once without — and compared the two runs case by case. 22 cases were attempted. The headline lift of +36 percentage points is the difference between those two pass rates over the 22 comparable cases.
Without the skill loaded, the model failed this case. With it loaded, the same prompt on the same model passed. This is one improved case from the latest verified run; every case, including any that regressed, is in the table above.
Other measured skills in the registry, with their headline benchmark lift.