game-jam

game-jam is a skill for Claude Code from gamedev-skills/awesome-gamedev-agent-skills. It costs 68 tokens per session (2,240 once invoked), scanned A, original, Apache-2.0.

A planning guide for making and submitting a game during a fixed-time game jam, such as Ludum Dare or Global Game Jam. A game jam is a short competition or event where a playable game must be finished by a deadline.

In plain words
What is it for?
Use it to check jam rules, plan the available hours, choose a small game scope, prepare allowed materials, and submit a playable entry on time.
Why use it?
It helps prevent an over-large idea from running out of time before submission. It turns the deadline into a scope, schedule, and list of features that can be cut.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the workflows plugin — 4 skills shipped together , and of gamedev

Good fit Use it to check jam rules, plan the available hours, choose a small game scope, prepare allowed materials, and submit a playable entry on time.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/game-jam
About the project

awesome-gamedev-agent-skills is a collection of 73 instruction files that give AI coding agents specialized guidance for game development with engines and frameworks such as Godot, Unity, Unreal, and Phaser. It helps agents choose relevant engine and task guidance while building games. The catalogue entries are the collection's skills and plugins for agents including Claude Code, Cursor, Codex, and Gemini CLI.

gamedev-skills/awesome-gamedev-agent-skills · 4,867 stars · on GitHub

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill game-jam
Clone the repo
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills

Made for: Claude Code.

Or install workflows, the plugin that ships this one along with the rest of its 4 skills.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for game-jam

README.md
[![agentmods](https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/game-jam/github.svg)](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/game-jam)
Your own site
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/game-jam"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/game-jam/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for game-jam

Your own site · 80×15
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/game-jam"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/game-jam.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 68 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,240 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • Socket pass 24 Oct 2026
  • Snyk pass 24 Oct 2026
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00068 $0.02240
Opus 5.5 $0.00027 $0.00896
Sonnet 5.5 $0.00014 $0.00448
Haiku 4.5 $0.00007 $0.00224

Measured 2d ago against content hash bf166b82872f, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

game-jam scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 2d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/workflows/game-jam/SKILL.md · 157 lines

How it starts

The opening of the file, as written. The whole thing — 157 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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, 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.
  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; 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.

Read the full file on GitHub · 157 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 2d ago Changed · +32 lines bf166b82872f
  2. 1mo ago First seen · 125 lines · 68 tokens per session scan A 5d47346146fb

Subscribe to this mod's changes

game-jam is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (4,867 stars, last pushed 3d ago), licensed Apache-2.0. It adds 68 tokens to every session and 2,240 once invoked, about $0.0003 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.

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