> 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 skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill 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*.
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.
| 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
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).
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.
[ ] 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.
Integration with protocols.io API for managing scientific protocols. This skill should be used when working with protocols.io to search, create, update, or publish protocols; manage protocol steps and materials; handle discussions and comments; organize workspaces; upload and manage files; or integrate protocols.io functionality into workflows. Applicable for protocol discovery, collaborative protocol development, experiment tracking, lab protocol management, and scientific documentation.
Analyzes job descriptions and generates tailored resumes that highlight relevant experience, skills, and achievements to maximize interview chances
Generate Excalidraw diagrams from natural language descriptions. Use when asked to "create a diagram", "make a flowchart", "visualize a process", "draw a system architecture", "create a mind map", or "generate an Excalidraw file". Supports flowcharts, relationship diagrams, mind maps, and system architecture diagrams. Outputs .excalidraw JSON files that can be opened directly in Excalidraw.
Build and distribute Expo development clients locally or via TestFlight
Use when you have a written implementation plan to execute in a separate session with review checkpoints
Data structure for annotated matrices in single-cell analysis. Use when working with .h5ad files or integrating with the scverse ecosystem. This is the data format skill—for analysis workflows use scanpy; for probabilistic models use scvi-tools; for population-scale queries use cellxgene-census.
Benchling R&D platform integration. Access registry (DNA, proteins), inventory, ELN entries, workflows via API, build Benchling Apps, query Data Warehouse, for lab data management automation.
Comprehensive molecular biology toolkit. Use for sequence manipulation, file parsing (FASTA/GenBank/PDB), phylogenetics, and programmatic NCBI/PubMed access (Bio.Entrez). Best for batch processing, custom bioinformatics pipelines, BLAST automation. For quick lookups use gget; for multi-service integration use bioservices.
Take gamedev-skills/game-jam from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.