prototype

Builds throwaway prototypes in isolated directories and generates structured validation reports.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Validating a new game concept or mechanic normally requires production-quality code, which is slow and risky when the idea might fail. This Skill lets you test a concept quickly with relaxed standards, producing a clear PROCEED, PIVOT, or KILL recommendation backed by evidence. ## Core Features & Use Cases - Isolated Prototype Creation: Builds throwaway code in a dedicated prototypes/[concept-name]/ directory that never imports from or leaks into production source. - Structured Prototype Report: Generates a REPORT.md capturing the hypothesis, approach, measured results, metrics, and a PROCEED/PIVOT/KILL recommendation. - Timeboxed Scope Control: Enforces a 1-3 day effort limit and stops scope creep by reassessing whether the core question can be simplified. - Use Case: You want to know if a drag-and-drop floppy disk mechanic feels responsive in your Phaser game. Invoke the skill with the concept, and it builds a minimal test scene, measures interaction feel, and recommends whether to proceed with a full implementation. ## Quick Start Ask the assistant to prototype a drag-and-drop disk loading mechanic to test whether it feels responsive enough for the core gameplay loop.

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 mechanic quickly before full implementation?

Invoke the prototype skill with a concept description. It identifies the core question, builds a minimal throwaway implementation in an isolated prototypes directory, tests it, and produces a report with a PROCEED, PIVOT, or KILL recommendation.

What should a prototype report include for game development?

A prototype report should state the hypothesis, describe the approach and shortcuts taken, record observed results and metrics like frame time or feel assessment, and give a clear recommendation. This skill generates that structure automatically in REPORT.md.

Can prototype code be reused in production?

No. Prototype code must never be imported by production source, and if the recommendation is PROCEED, the production implementation is written from scratch. Prototypes use hardcoded values and skip error handling, making them unsuitable for production.

How long should a game prototype take to build?

This skill timeboxes prototype effort to 1-3 days of equivalent work. If the scope starts growing beyond that, it stops and reassesses whether the core question can be simplified to keep the prototype minimal.

When should I kill a game concept instead of prototyping further?

Kill a concept when prototype results show the core mechanic does not work as hypothesized, such as sluggish response or broken interaction feel. The report documents why it fails and suggests an alternative direction instead of further investment.