Build a tiny game where the core loop is undeniable in 30 seconds. If a stranger can’t grasp it and smile fast, it’s not ready. Scope small. Shine hard.
Show the fun fast. Give a goal and put something in the way.
If you can fail and try again, it’s a Proof-of-Play game!
Any Engine, solo or group! Not much need for polish, just mechanics,
Schedule (monthly): Starts the last Monday of the month at 6:00 PM, submissions close the next Monday 6:00 PM, voting closes Wednesday 6:00 PM.
To shove creators onto the shortest, straightest road from “idea” to playable, marketable fun. Not theory. Not vibes. A 30-second loop that a stranger understands and smiles at. Everything else is garnish. Could just take a weekend to accomplish, no pressure.
Seed to Sky: Growth in 3 readable stages.
The theme is purely inspirational. Use it if it helps; ignore it if it doesn’t. Entries are to be judged the same either way.
Proof-of-Play is evidence, not a promise, that a first-time player can press a button and feel why your game is fun inside 30 seconds. It’s shown with real, unbroken gameplay, not a trailer or pitch.
Prototype proves a tech idea. Vertical slice proves production quality. Proof-of-Play proves player fun, fast (you can be ugly and still pass).
A loop isn’t proven just because it looks cool. It needs pressure, some constraint, challenge, or tradeoff that forces the player to adapt or choose. That’s what makes it play, not just motion.
“Click to jump” = neat, but not a game.
“Click to jump over holes while a timer counts down” = play.
It needs a goal… and something that gets in the way. It doesn’t need to be hard. It just needs to matter.
30-second proof: unbroken gameplay clip/GIF at the top of your page.
Playable build: Web preferred (or one desktop).
Controls: on the page or in the pause menu.
Accessibility (optionally): remap, photosensitivity, text size, audio sliders
Credits: fonts/SFX/music (simple is fine).
A first-time player reaches the loop in less than 30 seconds from pressing Play.
Judge can hit the “this is fun” moment in less than 120 seconds without external docs.
No known crash path, stable framerate on modest hardware.
Teams or solo.
Premade assets allowed. Credit anything you didn’t make.
AI tools allowed with disclosure. Simple Yes/No and short private note.
Existing projects welcome if you ship a new build this week and your 30s proof is from that build. Add a short “what’s new this week?” note.
PG-13 thumbnails. Content warnings where needed.
Be decent: no hate speech, bigotry, harassment, or ripped IP; no shock-for-shock’s-sake content; try to warn for flashing/strobe. Don’t be an edgelord, this jam is about showing the fun fast.
Fun Within 30 Seconds
Your gameplay should be obvious and satisfying within half a minute. Show an action's result, and how it repeats or changes.
Don’t Waste Time in Menus
Don’t make people dig through menus before playing. Start them in the game instead. Settings can wait.
Teach Through Design, Not Words
Use the layout of your world to guide the player. Let them learn by doing, not reading.
Polish One Great Thing
Focus on one mechanic that feels amazing. Don’t add five average ones.
Quick Death, Quick Restart
If the player dies, they should be back in the game in under 2 seconds. Make retrying instant.
Always Give Feedback
Show when something succeeds or fails, through sound, screen shake, animation. Players need to feel it.
Make It Easy to Read
Use big text, clear icons, strong contrast. No tiny fonts or blinding flashes.
Make It Playable in the Browser
A web build removes friction. Keep downloads small and optional.
Your Cover Should Show the Game
A 2-second GIF should explain your gameplay loop. Don’t lead with just a logo.
Explain the Game in One Sentence
Use a short pitch. Not a vibe. Not lore. A clear verb + fantasy + twist. "Running a dungeon in space"
Cut Ruthlessly
If a feature doesn’t show up in the first minute of gameplay, cut it or move it to a “someday” list.
Make It Stable First
Don’t crash. Let players pause, quit, or restart easily. Get the basics right before adding polish.
Playtest Without Talking
Watch one person play without helping them. Fix whatever confused them first. Repeat.
Don’t Fake It
Your 30-second proof must be real gameplay. No cuts, no trailers. Show the game as it plays.
Make It Playable for More People
Think about colorblind players, limit flashing lights, and have readable fonts. Add simple options. It’s not just nice, it’s smart.
Freeze Features Early
Stop adding new things 24 hours before the deadline. Use that time to fix bugs and polish the player experience.
Think Past the Jam
If this demo works, could you turn it into a full game in 3 months? If not, your idea is too big.