What problem does it solve? Game jams fail most often from scope creep, broken build pipelines discovered too late, and missed submission deadlines. This Skill provides a time-boxed, phase-by-phase workflow that keeps a jammer shipping a playable game within 48-72 hours instead of polishing an unfinished prototype. ## Core Features & Use Cases - Six-Phase Jam Workflow: Covers theme interpretation, ideation and scoping, pre-production, production, polish, and submission with explicit time budgets for 48h and 72h jams. - Scope Ruthlessness Protocol: Enforces Tier 1 must-haves, Tier 2 nice-to-haves, and an immediate kill list (multiplayer, procedural generation, save systems, and more) with a 50% halfway-point rule. - Ready-to-Use Templates: Includes a one-page jam concept sheet, a 2-hour check-in task board, a submission checklist for itch.io, Ludum Dare, GMTK, Global Game Jam, and Brackeys Jam, plus a post-jam transition plan. - Use Case: A solo developer entering GMTK Jam asks for help at theme announcement; the Skill produces ranked concept interpretations in 30 minutes, locks the core mechanic, and drives 2-hour check-ins until the web build is submitted. ## Quick Start Tell the assistant which game jam you are entering and how many hours you have, for example by saying you are entering GMTK Jam with 48 hours, and ask it to start the jam workflow.