The four-hour game
Pick a theme and finish a game within four hours. Whatever comes out runs right here, along with a note on what got cut and what stayed.
Rules
Four hours, from idea to deploy. When the time is up it ships as it is. The moment polishing turns it into two days, this stops being the same exercise.
No external assets. Art and sound are generated in code. Start browsing asset packs and two of the four hours disappear there. The constraint is what makes it fast.
A round has to be short. Over in thirty seconds, and immediately restartable. Short rounds are also faster to verify while building.
If it does not get finished, that gets written down. A failed round is still a round, and knowing what was misjudged makes the next one faster.
What should I build?
Suggest the next theme. A game you want to see, a feature that should exist, something that annoys you about what is already here — one line is enough. No sign-in, no email.
Rounds
- Round 1 · Stop It — press when the needle crosses the green arc. Every hit narrows it and speeds the needle up.
The other games are in the app list. Those were built without a clock.
Why four hours
Not a day, and not an hour. An hour only gets an idea onto the screen, which is a demo rather than a game. Give it a day and polishing starts, and polishing has no end — the next round never arrives.
Four hours turned out to be exactly enough to do one thing properly and give up the rest. Without deciding what the core is first, nothing finishes in time. So this format measures judgement more than it measures speed.
How it gets built
The tools change per round. Something browser-based ends up as a single canvas; something 3D gets an engine. But because deploying is inside the four hours, anything with a slow build filters itself out.
The write-up is not just the result. It records what was cut and whether that call was right, including the cuts that turned out to be mistakes — that is the only thing that carries over to the next round.