What problem does it solve? It turns minigame design specs and phase tickets into a complete, playable Unity prototype without art or networking, so game logic can be validated before investing in production assets. ## Core Features & Use Cases - Scene scaffolding via Unity MCP: Copies the MinigameTemplate scene, creates a MinigameDefinition config, and registers the scene in Addressables. - Network-ready architecture: Enforces single entry points for all state-changing methods and centralized round state so phase 3 can wrap them behind IsServer without rewrites. - Iterative mechanic implementation with verification: Builds mechanics one at a time, running refresh_unity and read_console after each block to catch errors immediately. - Solo playtesting harness: Runs the game with 1, 4, and 8 dummy players to verify results screens, tie handling, win/timeout conditions, and a clean console. - Use Case: Given a ticket for a new arena minigame, produce a grey-box scene where 2-8 players can complete a full round from start to results with all tunable values exposed in config. ## Quick Start Run the mg-blockout skill with the minigame name or ticket ID to build the playable grey-box version of that minigame.