game-jam — скилл для Claude Code: что делает и как установить
Помогает спланировать разработку игры под дедлайн геймджема: распределить часы, урезать лишние механики и подготовить релиз к отправке.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill game-jam -a claude-codeЧто делает game-jam
Плейбук по тайм-менеджменту и контролю скоупа для коротких джемов вроде Ludum Dare или GMTK Jam. Главная цель — отправить готовую играбельную сборку вовремя, а не бросить грандиозную задумку на полпути. Цель простая: сдать рабочий билд.
Внутри заложены часовые сетки для джемов на 48 часов, 72–96 часов и одну неделю. Скилл заставляет сформулировать идею в одно предложение, быстро собрать 30-секундный игровой цикл и отсечь всё вторичное. Около 20% времени таймера резервируется под экспорт проекта, тестирование на чистой системе и оформление страницы на itch.io.
Не используйте этот скилл для написания кода персонажа или игровой физики: для этого нужны движковые скиллы вроде godot-2d-movement. Здесь задаются только правила планирования и жёсткого триажа фич.
Какие задачи решает
- уложить разработку игры в 48-часовой таймлайн
- отсечь вторичные механики до наступления дедлайна
- выделить буфер времени на экспорт и проверку сборки
- подготовить билд к правилам джемов на itch.io или ldjam.com
Примеры запросов агенту
- Помоги спланировать 48-часовой график для Ludum Dare вокруг темы с одной механикой.
- До конца GMTK Jam осталось 10 часов, что нам нужно вырезать прямо сейчас?
- Проверь наш проект по предрелизному чек-листу перед заливкой архива на itch.io.
Как установить game-jam
1Через Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill game-jam -a claude-code2Вручную: положить файлы
~/.claude/skills/game-jam/SKILL.mdПапка скилла целиком; для одного проекта — .claude/skills/game-jam/
1Через Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill game-jam -a codex2Вручную: положить файлы
.agents/skills/game-jam/SKILL.mdДля всех проектов — ~/.agents/skills/
1Через Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill game-jam -a cursor2Вручную: положить файлы
.cursor/skills/game-jam/SKILL.mdCursor читает и .agents/skills/, и .claude/skills/
1GitHub CLI
gh skill install gamedev-skills/awesome-gamedev-agent-skills game-jam2Вручную: положить файлы
.github/skills/game-jam/SKILL.md1Через Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill game-jam -a gemini-cli2Командой платформы
gemini skills install https://github.com/gamedev-skills/awesome-gamedev-agent-skills --path skills/workflows/game-jamВручную: положить файлы
.devin/skills/game-jam/SKILL.mdСтарый путь .windsurf/skills/ тоже читается
Через Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill game-jam -a opencodeClaude.ai
Упакуйте папку в zip и загрузите в Settings → Capabilities → Skills
По шагам, с командами для каждой платформы: Как установить скилл в Claude Code: пять способов
Вопросы о game-jam
Как установить game-jam в Claude Code?
Выполните в терминале команду npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill game-jam -a claude-code.
Что делает скилл game-jam?
Он задаёт правила распределения времени на геймджемах, заставляет собрать минимальный игровой цикл в первые часы и помогает отсекать фичи при нехватке времени.
Пишет ли скилл код для игровых движков?
Нет, скилл содержит только методологию планирования и правила сдачи проектов. Для кода автор рекомендует подключать отдельные скиллы вроде godot-2d-movement или phaser-core.
Исходный текст
SKILL.md · Apache-2.0
---
name: game-jam
description: >
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.
---
# 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.
## Patterns
### 1. Scope budget by jam length (plan backwards from the deadline)
```text
| 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)
```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.
```
### 5. Format rules of the big recurring jams (re-check the current event page)
```text
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-fast` skill.
- For the actual upload mechanics (project page, channels, `butler push`), read
`itch-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, and `globalgamejam.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.
© gamedev-skills · Apache-2.0 · gamedev-skills/awesome-gamedev-agent-skills