Scope a 48-hour jam game around one core mechanic, plan the hours, and cut features before they cut you.
Why this matters
A game jam is an event where people make a game in a fixed, short time, usually around a theme announced at the start. Ludum Dare (48-hour solo and 72-hour team formats), Global Game Jam (a weekend, often at local sites) and the hundreds of online jams listed on itch.io are the best-known. For an aspiring designer, jams are the fastest way to build a portfolio of finished games, practise scoping, and meet collaborators. Many studios read jam entries when hiring, because a small finished game shows more than a large unfinished one.
The real skill is scope
Almost every failed jam game fails the same way: too big. The idea is fine; the plan assumes everything will work first time. Experienced jammers design for about a third of the time they have, because the rest disappears into bugs, art, sound, menus, building and uploading.
Start from one sentence:
"You are a lighthouse keeper who rotates the beam to guide boats past rocks."
That sentence is the core mechanic. If a feature does not make that mechanic more interesting, it waits.
A 48-hour plan
| hours | goal |
|---|---|
| 0–2 | Read the theme, brainstorm 10 ideas, pick one by "can I prototype the core in 4 hours?" |
| 2–8 | Core mechanic playable with boxes and no art. Playtest it yourself. |
| 8–10 | Decide: is it fun? If not, change the idea now, not on Sunday. |
| 10–24 | Goal, fail state, restart (the state machine from module 2), a few levels or a scaling difficulty. Sleep. |
| 24–36 | Art pass, sound effects, juice (screen shake, particles), title and game-over screens. |
| 36–42 | Feature freeze. Fix bugs, tune with friends, write instructions on the start screen. |
| 42–48 | Build, upload, test the uploaded build, write the page. Submit early. |
Sleep is in the plan on purpose. Tired developers write bugs that cost more time than they save.
Must, should, could
Write every feature on a list and sort it:
- Must: without it there is no game (move, the core mechanic, lose, restart).
- Should: makes it much better (three levels, sound, a score).
- Could: nice if time allows (leaderboard, story intro, extra enemy type).
Build all the musts before any should. When you fall behind (you will), cut from the bottom. A story intro is never worth a broken core loop.
Worked example: cutting a plan
Theme: "Deeper and deeper". First idea: a submarine game with an upgrade shop, five biomes, a boss and a crafting system. Applying the rules:
- Core sentence: "Steer a falling submarine between hazards as it speeds up."
- Must: steering, hazards, speed increasing with depth, collision, depth score, restart.
- Should: two hazard types, sound, a high score in memory.
- Could: one upgrade between runs, a second biome palette.
- Cut entirely: crafting, boss, shop with many items.
The cut version reuses the AABB collision, game loop and state machine you already wrote and is realistic for one person in 48 hours.
Working in a team
- Agree on the engine and version before the jam starts.
- Use version control from the first hour; decide who owns which files or scenes to avoid merge conflicts.
- Artists and musicians need specifications early: sizes, palette, file formats, how many animations.
- Hold a five-minute check-in every few hours: what is done, what is blocked, what is being cut.
Rules and etiquette
Each jam has rules about what you may use (pre-made assets, existing code, AI-generated content) and when the theme may be used. Read them on the official page before you start; they differ between events. Credit every asset you did not make, with its licence. Rate and comment on other entries: jam communities run on feedback, and playing others' games is one of the best ways to learn.
Common mistakes
- Starting with menus and art instead of the core mechanic.
- No fail state or restart, so testers play once and stop.
- Testing only in the editor and discovering the web build is broken at hour 47.
- Adding features after the freeze.
- Skipping sleep and food.
Quick recap
- Pick an idea whose core can be playable in about four hours.
- Plan for a third of the time; freeze features well before the end.
- Sort features into must, should and could, and cut from the bottom.
- Build and upload early, and test the uploaded version.
- Read the jam rules and credit every asset.
Try it
Open the Do tab to scope your own 48-hour jam game on paper.