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.