What problem does it solve?
This Skill helps solo game developers and small teams avoid common pitfalls in game prototyping, such as over-investing in unproven ideas or skipping crucial validation steps, leading to more efficient development and better game outcomes.
Core Features & Use Cases
- Prototype Guidance: Provides a framework for defining the purpose, scope, and kill criteria of prototypes.
- Type Differentiation: Clearly outlines different prototype types (Mechanic, Art, Tech, Vertical Slice) and their specific goals.
- Workflow Management: Guides users through the entire prototype lifecycle, from pre-build planning to post-build evaluation and archiving.
- Use Case: A solo developer wants to test if a unique movement mechanic is fun. They use this Skill to define the question ("Does grappling feel fun?"), set a 2-day time limit, and establish kill criteria ("If it doesn't feel responsive by day 2, it's a no-go").
Quick Start
Use the prototype-coach skill to help me define the question, timebox, and kill criteria for a new mechanic prototype.