Vibe coding a game jam entry in a weekend

By Eduardo Orellana · Updated

A jam is a scoping exercise with a deadline attached. Handing the building to Flockbay does not remove the deadline, it moves where your hours go — mostly into the brief and into playing your own game. Flockbay is free, AI included: free hosted AI every day, or your own Claude, ChatGPT, agent or API key. It runs on Windows and Linux, on the official Godot engine.

AppImage, x86_64. Ubuntu 22.04, Debian 12, Fedora 39 or newer.

Intel or AMD Chromebook, with Linux turned on.

Download for macOSDownload for Windows

The submission rules can rule this tool out, so read them first

Do this before anything else, because it can decide whether this tool is usable for your jam at all. Many jams require a browser-playable build at a URL so judges can try entries without installing anything. Flockbay's Export makes a native Windows build, and the game runs locally on the copy of Godot bundled with the app. If the rules say web-playable, that is a mismatch: Godot's own web export can take the project to a browser, but Flockbay does not make that build for you, so pick a tool built for the browser rather than find out on submission night.

Jams that accept a downloadable Windows build are a straightforward fit. So are jams judged from a video, and internal or informal jams with no distribution rule at all.

The other rule worth reading is the one about AI. Some jams require disclosure, some cap how much of the entry can be generated, and a few ban it. Flockbay builds the world and writes the GDScript in your project, so you are within scope of any of those rules and you should know which one applies.

More on this: The 2026 Cursor Vibe Jam: what the rules asked, what won, and how to prepare for the next

Hour zero to six: brief something small and spatial

The jam entries that finish are the ones with one mechanic and one place. Not one mechanic and a world — one mechanic and a place you could describe in a sentence: a flooded quarry, a single street at night, one long staircase.

That shape is also where Flockbay's brief will push you. It asks questions one round at a time, each with a recommendation, and writes down what gets built first, what comes after and what is not in this version. On a jam clock, "what is not in this version" is the most useful line in it. One strong location in a few hours is realistic. Three is not.

Approve the brief and let the first block go on the world, not on behaviour. Flockbay builds it and plays it to check it runs, and once the place exists you can feel what the game should be in it, which is faster than deciding in the abstract and then trying to build a world that agrees with you.

In 3D the first build is terrain, water, weather, the buildings and where the light falls. In 2D it is tile ground, a band of scenery behind it and sprites on top, with a person who walks, falls and jumps under the keys. Either way, if one thing is in the wrong place, the same world tools are buttons around the Godot editor's own view, and on a jam clock dragging it is faster than describing it.

More on this: What is vibe coding?

The middle goes one change at a time

Give Flockbay one change, then play it. The temptation under time pressure is to fire off five requests and wait, and it reliably costs you more time than it saves, because when something is wrong you now have five candidates for why.

Be specific in the way you would be with a person. "Enemies should stop chasing once I am two rooms away, then go back to patrolling" is workable. "Make the AI better" is a request for a guess.

The game runs locally when you press play, so testing costs you nothing but the seconds. Under jam pressure that is the difference-maker: play constantly, and let the build tell you what to do next rather than the plan you wrote at hour one.

The last six hours: stop adding

Ordinary jam advice, and it holds here. The last block goes on the beginning of the game, the readability of the goal, and the one bug that will make a judge quit. Not on a new mechanic.

Export early, not at the end. Make a build with Export at the halfway point and run it, so that packaging is a known quantity rather than a discovery you make at 2am.

Write your AI disclosure while you still have your notes. If the jam asks what was generated, "Flockbay built the world and wrote the GDScript from a brief I approved, and I moved a few things by hand in the editor" is an accurate sentence, if that is what happened. Note which art came from the library, which was generated and which was yours.

Install before the jam, not during it

Flockbay is a desktop app for Windows and Linux and it has to be installed. Do that before the jam starts, along with making a throwaway project, so that hour one is not setup.

You need an internet connection to build. The chat, asset generation and world data all come over the network. Playing what you have already built does not need one, but a jam without connectivity is not a jam you can do here.

The app is free, and a fine way to try the loop. Flockbay is free, AI included: free hosted AI every day, or your Claude or ChatGPT plan, your own agent, or an API key.

Questions

Can I submit a browser build?
Not from Flockbay. Its Export makes a native Windows build. The project is an ordinary Godot 4 project, so Godot's own web export can take it to a browser, but if your jam requires a web-playable link, a tool built for the browser is the safer pick.
Is my entry allowed if AI wrote the code?
That depends entirely on the jam. Flockbay builds the world and writes the GDScript, so read the rules on AI use and disclose it if asked.
How much can one person finish in 48 hours?
One mechanic in one location is the honest scope, and the brief will say so if you ask for more. Handing over the building buys you time on judging and testing, not a shortcut past scoping.
Do I need to know Godot?
No. The app ships with Godot inside it, and Flockbay builds the world and writes the code. Your project is a Godot project, which is useful afterwards if you keep working on the entry.
Can I keep working on the game after the jam?
Yes. It is a normal Godot project on your disk, and nothing about it is jam-specific.