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48h Timeline Guide

48h Timeline Guide

For the simple version look at -> The Sheet

Hour 0-2: Kickoff and Ideation

  • Theme is revealed
  • 30 minutes of individual brainstorming
  • 30 minutes of team discussion
  • 1 hour to lock a concept
If you’re still debating at hour 2, tbh just flip a coin. Overthinking is the most common failure pattern. look at -> AP #1: Overthinking

Hour 2-6: Concept Lock and Prototype

  • Lock the core mechanic
  • Write the MoSCoW feature list and cut list
  • 30-minute architecture sketch
  • Start building the vertical slice (core loop, end-to-end)
  • Quick set up version control and project board (or you already did it before)

Gate at hour 6: The core loop should be playable in rough form.

Hour 6-24: The Deep Build

Role Focus
Programmer Build game systems
Artist Placeholder assets, then final (rolling delivery)
Designer Level layouts, game feel tuning
Composer Loop sketches

Check in every 2–3 hours. Two minutes, no agenda. What are you on, what is blocked.

Hour 24: Pivot Gate

After this point you can only cut. No redesigning, no new concepts.

Three questions to answer:

  1. Is the core loop fun?
  2. Can we ship what we have in 24 hours?
  3. If no: cut features, not concepts.

DDRKirby (LD37) considered a full concept pivot at hour 24. It was already too late.

Hour 24-36: Content and Polish

  • Produce remaining art and audio
  • Implement “Should have” features if there is time
  • Playtest with at least one external person
  • Fix critical bugs only

Hour 36-48: Ship

  • Hour 36: Make a Feature freeze, no new features
  • Fix for example crash bugs and softlocks only
  • Add a minimal tutorial (text is faster than everything)
  • Export and test on the target platform
  • Write your itch.io or submission page description
  • Hour 48: Submit
See Post-Jam and Submission for what to do after submitting.