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:
- Is the core loop fun?
- Can we ship what we have in 24 hours?
- 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.