game-prototype

Guides hypothesis-driven game mechanic prototyping with structured kill-or-promote evaluation.

Updated Aug 11, 2026
One-click install
npx skills add https://github.com/zerox-core/AI_Game --skill game-prototype-zerox-core
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: game-prototype
Source: https://github.com/zerox-core/AI_Game/tree/main/.continue/skills/game-prototype
Command: npx skills add https://github.com/zerox-core/AI_Game --skill game-prototype-zerox-core

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Game teams often commit engineering resources to unvalidated mechanics, polish throwaway code into production, or rely on opinions instead of observed player behavior. This Skill enforces a disciplined prototyping workflow that answers one question per experiment: is this mechanic worth building? ## Core Features & Use Cases - Hypothesis Definition: Formulates falsifiable hypotheses in a strict format, mapped to MDA aesthetics (Sensation, Challenge, Fellowship, etc.) with explicit falsification criteria. - Ruthless Scoping & Time-Boxing: Enforces 1-3 day time boxes, Must Have / Nice to Have / Out of Scope checklists, and fidelity-level selection from paper prototypes to digital throwaways. - Structured Evaluation & Decision: Provides silent observation protocols, 3-5 tester debrief questions, behavioral evidence tracking, and a binary kill-or-promote decision framework with a full prototype report template. - Use Case: A team debating two combat designs (turn-based vs. real-time with pause) uses the competitive bake-off protocol to test both simultaneously with split tester groups and let behavioral data decide the winner. ## Quick Start Ask the assistant to set up a prototype hypothesis and scope for testing whether a rewind mechanic feels satisfying in your platformer.

Frequently Asked Questions about game-prototype

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I write a testable hypothesis for a game mechanic prototype?

Use the format: "We believe that [mechanic] will produce [player behavior/emotion] when [specific condition]." Then define falsification criteria describing observable evidence that would disprove it, and map the hypothesis to one MDA aesthetic such as Challenge or Sensation.

How many playtesters do I need to validate a game prototype?

Three to five external testers are sufficient for a binary kill-or-promote signal at the prototype stage. If results are ambiguous with five testers, the mechanic likely lacks strength, since a strong mechanic produces obvious behavioral signals even in small samples.

When should I use a paper prototype instead of a digital one?

Use paper prototypes for turn-based mechanics, economy systems, and card game loops where feel is irrelevant. Reserve digital throwaway prototypes for real-time input-to-feedback questions like grappling hook momentum or platforming feel.

Can prototype code be reused in the production game?

No. Prototype code is treated as disposable and never graduates to production. When a hypothesis is validated, the real implementation starts from scratch with proper architecture, since prototype code lacks error handling, edge cases, and scalability.

What are the criteria for killing a game prototype?

Kill the prototype if fewer than 2 of 5 testers exhibit the target behavior, the core interaction fails to produce the intended feeling, the mechanic requires extensive explanation, the fun came from an unintended secondary interaction, or players found a degenerate strategy.

How do solo developers playtest their own prototypes objectively?

Solo developers should wait 48 hours before self-testing, record and review their own sessions as an outside observer, and still recruit at least 3 external testers. Remote testing via screen share or private itch.io links works when in-person observation is impossible.