prototype

Builds throwaway game concept prototypes via HTML, engine, or paper paths with PROCEED/PIVOT/KILL verdicts.

Updated Aug 28, 2026
One-click install
npx skills add https://github.com/AnderHonorato/Mem-rias-IA---Infinity --skill prototype-anderhonorato
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: prototype
Source: https://github.com/AnderHonorato/Mem-rias-IA---Infinity/tree/main/Manus/Skills/snapshots/game-studio-prototype
Command: npx skills add https://github.com/AnderHonorato/Mem-rias-IA---Infinity --skill prototype-anderhonorato

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Game developers often invest weeks writing GDDs and production code for concepts that turn out not to be fun. This Skill validates whether a core game idea is actually enjoyable to interact with by producing a fast, throwaway prototype and a clear PROCEED/PIVOT/KILL verdict before any design documentation is written. ## Core Features & Use Cases - Falsifiable Hypothesis Framing: Forces the concept into a testable question ("If the player does X, they will feel Y") and targets the riskiest assumption first. - Three Prototype Paths: Routes to HTML (browser-playable, no install), Engine (native feel validation for action games), or Paper (rules document plus play log) based on genre and what is being tested. - Structured Playtest Debrief and Report: Captures hypothesis result, best/worst moments, and surprises, then generates a REPORT.md, updates a prototypes index, and records kills in a GRAVEYARD.md. - Spike Mode: A ~4-hour lightweight mode for mid-production technical or mechanic questions with no phase-gate implications. - Use Case: After brainstorming a grappling-hook platformer, run the Skill to build a minimal engine prototype testing swing feel, playtest it, and receive a PIVOT verdict with a carry-forward note before writing any GDD. ## Quick Start Ask the AI to prototype your game concept, for example: "Run /prototype on my grappling-hook platformer concept using the engine path."

Frequently Asked Questions about prototype

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

FAQPage Schema
How do I prototype a game idea before writing a GDD?

Define a falsifiable hypothesis about the core mechanic, choose a prototype path (HTML, engine, or paper), build only that one mechanic with placeholder assets, then playtest and record a PROCEED/PIVOT/KILL verdict in a report.

Should I prototype in HTML, a game engine, or on paper?

Use an engine when moment-to-moment feel is the hypothesis, since browser latency of 50-133ms makes HTML unreliable for action games. Use HTML for puzzle, idle, or turn-based logic, and paper for strategy, economy, or card game rules.

Can an HTML prototype validate action game feel?

No. Browsers introduce 50-133ms of rendering variance, which distorts input timing, jump arcs, and collision feel. For platformers, fighters, or physics-heavy games, use a native engine prototype or a lightweight framework like Love2D.

What is a spike in game development prototyping?

A spike is a time-boxed (~4 hour) throwaway build that answers one specific technical or design question mid-production, such as whether target hardware sustains 60fps. It produces a short spike note, not a full report or phase-gate verdict.

When should I kill a game concept instead of pivoting?

Kill when testers still don't understand the mechanic after multiple playtests, no fun moment is ever observed, or the concept has produced three PIVOT verdicts without improvement. Document the kill reason and lessons in a graveyard file.

Can a local prototype validate multiplayer game feel?

No. A local prototype at 0ms latency cannot show how a mechanic feels under real network delay. Use it only to confirm the mechanic is interesting; network feel requires real peers or simulated latency tools.