prototype-coach

Guide solo developers in defining prototype questions, timeboxes, and kill criteria.

3|Updated Feb 26, 2026
One-click install
npx skills add https://github.com/gavinmcfall/agentic-config --skill prototype-coach
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: prototype-coach
Source: https://github.com/gavinmcfall/agentic-config/tree/main/config/skills/game-dev/prototype-coach
Command: npx skills add https://github.com/gavinmcfall/agentic-config --skill prototype-coach

SYSTEM DOCUMENTATION & REQUIREMENTS

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.

Frequently Asked Questions about prototype-coach

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

FAQPage Schema
How do I set kill criteria for a game prototype to avoid over-investing in unproven mechanics?

Kill criteria for a game prototype are predefined failure conditions, like a mechanic not feeling responsive by day two, that trigger you to discard the idea. This prevents over-investing by enforcing strict timeboxes and outcome-focused evaluation.

What are the different types of game prototypes and when should I use each one?

Game prototype types include Mechanic, Art, Tech, and Vertical Slice prototypes, each designed to validate specific elements. You use them to isolate and test individual goals like movement feel, visual style, or technical performance before full integration.

How do I structure a timebox for prototyping a game mechanic as a solo developer?

Structuring a timebox for prototyping a game mechanic involves setting a strict limit, such as a two-day maximum, alongside a clear core question. This focused approach ensures solo developers maintain efficient iteration and avoid scope creep.

Can I integrate prototype evaluation directly into my game design document and workflow?

Yes, prototype evaluation integrates directly into your game design document and workflow through decision journaling and scope management. This connects post-build evaluation and archiving directly to your ongoing game design documentation.

What is the best way to manage the lifecycle of a disposable game prototype?

The best way to manage a disposable game prototype is to follow a structured workflow from pre-build planning to post-build evaluation and archiving. Emphasizing disposability ensures you extract validation data without attachment to the code.

Why does my game development workflow need a vertical slice prototype instead of just mechanic tests?

Your game development workflow needs a vertical slice prototype to validate the integration of mechanics, art, and tech together, rather than testing them in isolation. It proves the combined experience works before committing to full production.