Game JamSAFE
74 game-dev skills for AI coding agents — Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE, Roblox. Portable SKILL.md Agent Skills (the format Anthropic launched as Claude Skills), with a router that loads the right skill for your engine and task. Runs in Claude Code, Cursor, Kiro,
Overview
74 game-dev skills for AI coding agents — Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE, Roblox. Portable SKILL.md Agent Skills (the format Anthropic launched as Claude Skills), with a router that loads the right skill for your engine and task. Runs in Claude Code, Cursor, Kiro,
ce7fb69133eeOBSERVED · 2026-10-28What it tells the agent
The instruction file, verbatim from the audited commit — this is the text the model reads, and the surface the audit's instruction layer examines. Quoted here so you can judge it without cloning anything.
---
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 teTrust audit
SAFEgrade B · trust 89/100 Nothing in the source contradicts what it says it does. Grade A is reserved for packages that have also passed the behavioural sandbox.
| Layer | What it checks | Result |
|---|---|---|
| L0 | Provenance & inventory | PASS |
| L1 | Static analysis of the code | NA |
| L2 | Instruction surface (what it tells the agent) | PASS |
| L3 | Class-specific surface | PASS |
| L4 | Behavioural (sandbox) | SKIPPED |
What the source does
- Filesystem
- none-observed
- Network
- none-observed
- Shell
- none-observed
- Dependencies
- pinned
- Secrets in source
- none-found
Findings (0)
No findings outside the package's declared scope.
Gates applied: no_behavioural_pass.
ce7fb69133eefull audit observations/trust-audit/skill/gamedev-skills__game-jam.json · Report an issue / request a re-scanAudit history
Every audit this skill has had.
| Date | Source | Verdict | Grade | Score | Change |
|---|---|---|---|---|---|
| 2026-10-28 | ce7fb69133ee | SAFE | B | 89 | first audit |
Questions
What does the game-jam — gamedev-skills/awesome-gamedev-agent-skills skill do?
74 game-dev skills for AI coding agents — Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE, Roblox. Portable SKILL.md Agent Skills (the format Anthropic launched as Claude Skills), with a router that loads the right skill for your engine and task. Runs in Claude Code, Cursor, Kiro,
Is game-jam — gamedev-skills/awesome-gamedev-agent-skills safe to install?
The audit found nothing in the source that contradicts what it says it does, and graded it B (89/100). Grade A is held back for packages that have also passed a sandboxed behavioural run, which is why a clean skill reads B.
What can game-jam — gamedev-skills/awesome-gamedev-agent-skills access on my machine?
The audit observed no filesystem, network or shell use at all in its source.
How current is this page?
The grade is for one exact copy of the source (ce7fb69133ee), read on 2026-10-28. The repository is watched, and a new audit runs when it changes — this is the first audit.
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