prototype

Builds throwaway game prototypes via HTML, engine, or paper paths to validate core concepts.

13|Updated Jul 30, 2026
One-click install
npx skills add https://github.com/frabcd/codex-ai-game-studio --skill prototype-frabcd
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: prototype
Source: https://github.com/frabcd/codex-ai-game-studio/tree/main/plugins/ai-game-studio/skills/prototype
Command: npx skills add https://github.com/frabcd/codex-ai-game-studio --skill prototype-frabcd

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 ideas that turn out not to be fun. This Skill validates a game concept with a fast, throwaway prototype before any design documentation, producing a clear PROCEED, PIVOT, or KILL verdict. ## Core Features & Use Cases - Falsifiable hypothesis framing: Forces the concept into a testable question and targets the riskiest assumption first. - Three prototype paths: Routes to HTML (browser-playable), Engine (native feel testing), or Paper (rules document plus play log) based on genre and what is being validated. - Structured playtest debrief and report: Captures hypothesis results, best and worst moments, and a verdict, then writes REPORT.md, updates prototypes/index.md, and records PIVOT notes or GRAVEYARD entries. - 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, run this Skill to build a minimal engine prototype testing whether players can chain three swings within two minutes, then get a PROCEED/PIVOT/KILL verdict before writing any GDD. ## Quick Start Use the prototype skill to build a throwaway concept prototype for my game idea and give 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 idea before writing a GDD?

Define a falsifiable hypothesis about the core mechanic, choose a prototype path (HTML, engine, or paper) based on your genre, build a minimal throwaway version testing one mechanic, then run a playtest debrief. The result is 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 game feel with an HTML browser prototype?

No. Browsers introduce 50-133ms of rendering variance, which makes HTML prototypes unreliable for action games, platformers, or anything where input timing and collision feel are being tested. Use a native engine prototype for feel validation.

What is spike mode and when should I use it?

Spike mode is a lightweight ~4-hour prototype for mid-production questions, triggered with the --spike flag. It tests a specific mechanic or technical approach without GDD prerequisites or phase-gate implications, producing a short SPIKE-NOTE.md instead of a full report.

What happens if my prototype gets a PIVOT verdict?

The Skill captures a PIVOT-NOTE.md recording what worked, what to change, and a revised hypothesis for the next prototype. After three PIVOT iterations on the same concept, it forces a KILL decision to avoid the sunk cost trap.

Can prototype code be reused in production?

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