prototype

Builds throwaway game prototypes via HTML, Engine, or Paper paths to validate core concepts.

Updated Aug 2, 2026
One-click install
npx skills add https://github.com/claretagrapelike32/codex-ai-game-studio --skill prototype-claretagrapelike32
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: prototype
Source: https://github.com/claretagrapelike32/codex-ai-game-studio/tree/main/plugins/ai-game-studio/skills/prototype
Command: npx skills add https://github.com/claretagrapelike32/codex-ai-game-studio --skill prototype-claretagrapelike32

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

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 worth designing 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 and targets the riskiest assumption first, stopping early if the concept is too vague to test. - 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 the hypothesis actually tests. - Structured Verdict Workflow: Runs a playtest debrief, generates a REPORT.md, maintains a prototypes index, PIVOT notes, and a GRAVEYARD.md for killed concepts. - 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 concept, run this Skill to build a minimal engine prototype testing whether players can chain three swings within two minutes, then receive a PROCEED verdict with a full report before writing any GDDs. ## Quick Start Use the prototype skill to validate my game concept by building a throwaway prototype and giving me a PROCEED, PIVOT, or KILL verdict.

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 concept before writing a GDD?

Define a falsifiable hypothesis about the core mechanic, choose an HTML, Engine, or Paper path based on genre, then build a minimal throwaway version testing one mechanic only. A playtest debrief produces a PROCEED, PIVOT, or KILL verdict with a written report.

Which prototype path should I use for my game genre?

Use the Engine path for action, platformer, or physics games where feel is the hypothesis. Use HTML for puzzle, idle, or turn-based logic games. Use Paper for strategy, card, economy, or narrative games where rules matter more than feel.

Can I test a game mechanic mid-production without a full prototype workflow?

Yes, spike mode handles mid-production technical or design questions with a roughly four-hour cap and no phase gate implications. It produces a short SPIKE-NOTE.md with a YES, NO, or PARTIAL result instead of a full report.

Why should I avoid HTML prototypes for action games?

Browsers introduce 50 to 133 milliseconds of rendering variance, which makes HTML prototypes unreliable for testing input timing, jump arcs, or collision feel. Use the Engine path when moment-to-moment feel is the hypothesis being tested.

What happens when a prototype gets a PIVOT or KILL verdict?

A PIVOT writes a PIVOT-NOTE.md capturing what to keep and the revised hypothesis for the next prototype. A KILL appends the concept to prototypes/GRAVEYARD.md with the kill reason, what worked, and what to try differently next time.

Can prototype code be reused in production?

No. Prototype code must never be imported into production, and production code must never import from prototype directories. If the verdict is PROCEED, the production implementation is written from scratch.