prototype

Build minimal game prototypes to test falsifiable hypotheses and output a PIVOT, KILL, or PROCEED verdict.

Updated May 13, 2026
One-click install
npx skills add https://github.com/FrancisVarga/the-dream-machine --skill prototype-francisvarga
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: prototype
Source: https://github.com/FrancisVarga/the-dream-machine/tree/main/.claude/skills/prototype
Command: npx skills add https://github.com/FrancisVarga/the-dream-machine --skill prototype-francisvarga

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

It helps you validate whether a game concept is worth investing in by producing a fast, throwaway prototype and a clear proceed-or-change decision.

Core Features & Use Cases

  • Concept prototype workflow: Runs soon after brainstorming and engine setup to test one falsifiable hypothesis about core gameplay.
  • Path selection for the right kind of risk: Routes work to an HTML prototype for rules/logic, an Engine prototype for moment-to-moment feel, or a Paper prototype for systems validation via play logs.
  • Spike mode for mid-production questions: Tests a single technical or design risk within a hard time cap (~4 hours) without phase-gate implications.
  • Decision output: Produces a lightweight PIVOT/KILL/PROCEED verdict for concept work, or a YES/NO spike result for targeted questions.

Quick Start

Run prototype with your concept description to generate a throwaway build and an initial 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 validate if a game concept is fun before writing full design documents?

Game concept validation uses a prototype to test a falsifiable hypothesis about core gameplay, producing a PROCEED, PIVOT, or KILL verdict based on observed fun and mechanics before committing to full documentation.

What is the best way to test a single game mechanic risk during mid-production?

Spike mode tests a single technical or design risk under a strict time cap, typically around four hours, yielding a focused YES or NO result without triggering formal phase-gate implications for your game engine.

How do I choose between HTML, engine, and paper paths for rules validation?

Path selection routes rules validation to HTML for logic testing, engine for moment-to-moment feel, and paper for systems validation via play logs, matching the prototype path to the specific design uncertainty.

Can I run a throwaway prototype for a vertical slice without phase-gate implications?

Yes, you can run a minimal build within strict scope constraints to test a vertical slice, generating a throwaway prototype and a decision verdict that determines if the concept warrants further production investment.

When should I not use a throwaway prototype for hypothesis testing?

You should avoid throwaway prototyping when you lack existing concept context to load, or when your game design question cannot be isolated into a single falsifiable hypothesis testable within a strict four-hour scope.