All templates

48 hours · 4 milestones · 20 tasks

Game Jam Weekend

Lock the idea in four hours, playable by hour 24, submitted with two hours to spare.

Jams fail at the end, not the start: untested builds, missing itch pages, features that never got cut. The milestones are hour ranges, and the first task is proving the export works.

Best when: A 48 to 72 hour jam, or any weekend prototype with a hard deadline.

Use this template in Questlog

M1Lock the idea

Hour 0 to 4 · 4 tasks
  1. Write the one-sentence pitchDesignurgent

    Genre, core verb, twist. If it doesn't fit one sentence, it doesn't fit 48 hours.

  2. Pick the one core verbDesignurgent

    Jump, shoot, stack, talk. One. Everything else is a stretch goal.

  3. Create the project and export an empty buildCodeurgent

    Prove the export pipeline before writing a line of gameplay.

  4. Agree the cut ruleDesignhigh

    Anything not playable by hour 24 goes to the cut list, no debate.

M2Playable core

Hour 4 to 24 · 6 tasks
  1. Player controllerCodeurgent

    Movement that feels okay with placeholder boxes. Tune later.

  2. One obstacle or enemyCodehigh

    A single thing that can stop or hurt the player.

  3. Win and lose conditionCodeurgent

    The loop has to end. Even if it's a timer.

  4. Restart without relaunchingCodehigh

    One key, back to the start. Testers will press it a hundred times.

  5. Placeholder art passArtlow

    Colored shapes with readable silhouettes. Real art only after the loop is fun.

  6. Playtest #1: hand it to one person, write down three problemsDesignhigh

    Don't explain the controls. Watch where they get stuck.

M3Content and polish

Hour 24 to 40 · 5 tasks
  1. Title screen and game over screenArthigh

    Name of the game, how to start, how to quit.

  2. Three sound effects and one music loopAudiohigh

    Jump, hit, win. The loop can be 20 seconds.

  3. Teach the controls in the first ten secondsDesignhigh

    On-screen hints beat a controls page nobody reads.

  4. Replace the ugliest placeholderArtlow

    Just the one that embarrasses you most.

  5. Juice pass: screen shake, hit flash, particlesCodelow

    Thirty minutes, hard stop.

M4Ship

Hour 40 to 48 · 5 tasks
  1. Final build for every target platformCodeurgent

    A browser build removes the download step for the people rating entries. Build it first if the jam allows it.

  2. Test the uploaded build, not the local oneCodeurgent

    Open the itch page in a private window and play it there.

  3. Itch page: three screenshots, controls, credits, jam themeDesignhigh

    Screenshots from gameplay, not the title screen.

  4. Submit two hours before the deadlineOtherurgent

    The last hour is for fixing the thing you broke at hour 46.

  5. Postmortem: what you cut and whyOtherlow

    Five lines. Future you will thank you at the next jam.

Start with this plan on your own board

Create a free project and the milestones and tasks are waiting for you.

Use this template