Game Jam

作者 gamedev-skillsd4b0e35550c5無授權條款1.3K 個星標收錄於 2026年10月8日更新於 2026年10月8日儲存庫11 天前更新

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.

AI 產生的概覽

在遊戲創作營截止期限內規劃並交付遊戲:鎖定範圍、安排時間、削減功能並準時提交。

功能
提供針對限時遊戲創作營的規劃與範圍控制手冊,涵蓋規則確認、事前準備、把主題收斂成一句話概念、依創作營時長分配範圍預算、逐小時時間表、功能取捨、提交前建置檢查清單以及常見陷阱。產出的是計畫、削減清單與提交檢查清單,而非引擎程式碼或遊戲素材。
適用情境
適用於參加限時遊戲創作營(如 Ludum Dare、GMTK Jam、Global Game Jam)、規劃 48 小時或週末開發,或決定為了趕上截止時間要砍掉哪些內容。不適用於用引擎程式碼撰寫核心迴圈、沒有截止期限的實驗,或商業發行。
執行需求
不需要任何指令碼或工具,僅為說明性指引。它會引用其他技能來進行原型驗證、發布與引擎開發,但除代理本身外不需要其他任何條件。

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)

text
              | 48-hour jam            | 72-hour jam           | 1-week jam--------------|------------------------|-----------------------|------------------------Core mechanic | 1, proven by hour 6    | 1-2                   | 2-3 interactingLevels/content| 1 hand-made or gen'd   | 3-5                   | 8-12 + progressionArt           | placeholder/1 palette  | cohesive 1-artist set | themed set + UIAudio         | 3-5 SFX + 1 loop       | SFX + 1-2 tracks      | adaptive musicSHIP BUFFER   | last 8-10 h            | last 12-16 h          | last full day

2. The 48-hour timeline (concrete blocks)

text
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

text
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)

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.

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-fast skill.
  • For the actual upload mechanics (project page, channels, butler push), read itch-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.

來源與署名

來源:gamedev-skills/awesome-gamedev-agent-skills位於skills/workflows/game-jam提交d4b0e35

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