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The Sheet

The Sheet

One-page reference synthesizing the key practices from this playbook. Print it, pin it, use it in your next jam.


Phase 1: Kickoff (Theme Reveal to Hour 2)

  • Time-box ideation: max 1-2 hours. No overthinking. BP #1
  • Define roles: one decision-maker per discipline. Team Roles
  • Pick tools: pre-configure before jam, never during.

Phase 2: Concept Lock (Hour 2 to Hour 6)

  • Lock the concept: core mechanic, genre, art style. No changes after this. BP #2
  • MoSCoW list: Must / Should / Could / Won’t. Write the cut list now. BP #3
  • Definition of Done: playable, coherent, communicates the idea. BP #8
  • Architecture sketch: 30 minutes. Prevents mid-jam rewrites.

Phase 3: Build (Hour 6 to Hour 24)

  • Vertical slice first: core loop end-to-end before adding features.
  • Rolling assets: deliver continuously, not in a batch at the end. BP #5
  • Micro-check-ins: 2 minutes every 2-3 hours. Team Roles

Phase 4: Pivot Gate (Hour 24)

  • No concept changes: cut scope only, no redesigning. BP #6
  • Cut ruthlessly: drop Could and Should items if you’re behind.

Phase 5: Ship (Hour 24 to Hour 48)

  • Playtesting: at least one external player on day 2. BP #7
  • Critical bugs only: perfectionism kills ships. AP #6
  • Tutorial: minimal, text-only if needed. Don’t skip it entirely. AP #7
  • Sleep: the last 12 hours have diminishing returns.

Quick Reference

Time Milestone
H0 Theme reveal
H2 Concept lock + MoSCoW + DoD
H6 Architecture done, vertical slice
H24 PIVOT GATE - no new concepts
H36 Feature freeze, bug fixes only
H44 Playtest + tutorial check
H48 SHIP

Full detail: Getting Started · Core Concepts · Guides