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
| Tool | File it reads | Notes |
|---|---|---|
| Cursor | .cursor/rules/gjak-*.mdc, AGENTS.md | Core rule always applies; engine rule attaches for matching files; say "act as deploy" or @-mention gjak-role-deploy. |
| Claude Code | CLAUDE.md | Run claude in the project root. |
| Codex | AGENTS.md | Native. |
| GitHub Copilot | .github/copilot-instructions.md, .github/instructions/*.instructions.md | Path-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
- Cursor ignores the rule: files in
.cursor/rulesmust end in.mdc. - "Engine 'phaser' not in this kit": you're running the free sample's script; it only has Godot.
- Agent still writes Godot 3 code: check
project.godotis in context; paste the error — the debugger role knows the trap table.