prototype-fast

Builds greybox game prototypes with timeboxes and keep/kill criteria to validate mechanics.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Game developers often over-invest in unproven ideas, polishing mechanics before knowing whether they are fun. This Skill enforces a disciplined rapid-prototyping workflow that answers one question — is it fun? — in about an hour, producing a clear keep, kill, or refactor decision instead of a half-finished product. ## Core Features & Use Cases - Prototype Brief Template: Captures the single question, core verb, throwaway-vs-keep decision, timebox, and observable keep/kill criteria before any code is written. - Greybox-First Workflow: Uses primitives, debug HUDs, and stubbed systems so only the core mechanic is real, with engine-agnostic pseudocode applicable to Godot, Phaser, LÖVE, Unity, and others. - Spike Containment: Keeps throwaway code in a separate folder or branch so a "keep" decision triggers a proper rewrite rather than promoting prototype code into production. - Use Case: A designer wonders whether grappling-while-falling feels satisfying. They set a 60-minute timebox, greybox the mechanic with a debug HUD showing speed and timing, playtest with one uncoached player, and kill the idea when the verb only works after explanation. ## Quick Start Ask the AI to help you build a one-hour greybox prototype that tests whether your game mechanic is fun, with explicit keep and kill criteria.

Frequently Asked Questions about prototype-fast

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

FAQPage Schema
How do I prototype a game mechanic quickly?

Write one question the prototype must answer, set a 30-90 minute timebox, and greybox everything with primitives and debug HUDs. Only the core verb is real; stub enemies, menus, save, and audio until the mechanic proves out in playtesting.

What is greyboxing in game development?

Greyboxing means building levels and interactions from primitive shapes like boxes, circles, and capsules instead of finished art. It lets you test whether a mechanic or layout is fun before spending time on visuals, audio, or animation.

Should prototype code be reused in the production game?

No. Throwaway spike code carries prototype assumptions and becomes technical debt if shipped. A keep decision authorizes a rewrite in the real project, not a copy-paste, and spikes should live in a separate folder or branch.

When should I kill a game prototype idea?

Kill it when the core verb only feels good after you explain it, when making it fun requires systems far beyond the prototype's scope, or when you are adding art to avoid admitting the mechanic is flat. Define these kill criteria before coding.

When is rapid prototyping not the right approach?

Skip it for timed competitions with submissions, which need game-jam scope discipline, and for shipping or updating real releases. Once a mechanic is validated, build the production version directly with the appropriate engine skill instead of extending the spike.