Getting started

Five minutes from zip to a jam-ready project. Works the same for the free Godot sample (GitHub).

1. Install into your game project

unzip shipthejam-game-jam-agent-kit-v0.1.1.zip
python3 shipthejam-game-jam-agent-kit-v0.1.1/sync-rules.py init --engine godot --dest ~/jams/my-game
# engines: godot | phaser | roblox

This writes AGENTS.md (core + engine pack), JAM.md, .agents/roles/, .agents/playbook/, and the generated tool files. It refuses to overwrite an existing AGENTS.md.

2. Open it in your tool

ToolFile it readsNotes
Cursor.cursor/rules/gjak-*.mdc, AGENTS.mdCore rule always applies; engine rule attaches for matching files; say "act as deploy" or @-mention gjak-role-deploy.
Claude CodeCLAUDE.mdRun claude in the project root.
CodexAGENTS.mdNative.
GitHub Copilot.github/copilot-instructions.md, .github/instructions/*.instructions.mdPath-specific files use applyTo.

3. Kick off the jam

Act as designer. Follow .agents/playbook/48h-jam.md.
Jam: <name>. Theme: <theme>. Deadline: <YYYY-MM-DD HH:MM TZ>. Engine: godot.
Team: 1 person, programmer. Art: pixel. Restrictions: none.

The designer role gives five scored pitches and fills in JAM.md. From then on, every session starts by reading it.

4. Change a rule

Edit AGENTS.md only, then regenerate:

python3 /path/to/kit/sync-rules.py ~/jams/my-game

Generated files start with a "do not edit" comment. Only files prefixed gjak- are replaced, so your own Cursor rules are safe.

5. Optional: MCP

See mcp/README.md in the kit. claude mcp add godot -- npx @coding-solo/godot-mcp lets Claude Code run your Godot project and read errors; @playwright/mcp lets an agent play your web build in a browser.

Troubleshooting