prototype

Evaluates project viability by executing prototype scenarios and generating a PASS/FAIL/UPDATED decision with artifact logging.

Updated Mar 28, 2026
One-click install
npx skills add https://github.com/scomofo/dragon-forge --skill prototype-scomofo
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: prototype
Source: https://github.com/scomofo/dragon-forge/tree/main/.agents/skills/prototype
Command: npx skills add https://github.com/scomofo/dragon-forge --skill prototype-scomofo

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

The prototype skill prevents wasting time building full GDDs or architecture when you still do not know whether the core game idea is actually fun or worth investing in.

Core Features & Use Cases

  • Concept validation prototype: Builds a throwaway HTML/engine/paper prototype to falsify a specific hypothesis about player feel or rules before committing to full design documentation.
  • Spike mode for targeted risk: Runs a short (~4 hour) technical or design spike to answer a single question without phase-gate implications.
  • Evidence-driven verdict: Produces a clear PROCEED / PIVOT / KILL outcome (or a YES/NO/PARTIAL spike note) and writes session artifacts to the repository to keep learnings.
  • Use Cases: Fresh concept testing after brainstorming; mid-production mechanic/tech-risk testing; performance spikes for rendering feasibility on target hardware.

Quick Start

Run the prototype skill with your concept description, choose the appropriate path (html, engine, or paper), and finish with a PROCEED / PIVOT / KILL decision based on observed results.

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 a full design document?

Game concept validation requires building a fast throwaway prototype to test a specific falsifiable hypothesis about player feel. You can use HTML, engine, or paper paths to produce an evidence-driven PROCEED, PIVOT, or KILL verdict before committing to full design documentation.

What is an engine spike and when should I run one during game development?

An engine spike is a short, targeted technical or design test answering a single specific question without phase-gate implications. Run one during early concept testing or mid-production to check mechanic risks and rendering feasibility on target hardware within roughly four hours.

How do I run a paper playtest to test game rules quickly?

Paper playtests require selecting the paper prototyping path to manually simulate game rules and player interactions. This path validates core mechanics and loop hypotheses quickly before any code is written, ending with a clear PROCEED, PIVOT, or KILL decision based on observed results.

Can I use an HTML prototype to test game mechanics mid-production?

HTML prototypes support testing game mechanics during mid-production risk checks. You can build a minimal-scope throwaway web prototype to falsify a specific hypothesis about player feel, capturing session evidence and writing repository reports for future reference.

What is the best way to document prototype results and learnings?

Documenting prototype results requires capturing session artifacts and writing a repository checkpoint report. This process records the evidence-driven verdict, observed results, and hypothesis outcomes to preserve learnings whether the final decision is to PROCEED, PIVOT, or KILL the concept.

What is the best way to document prototype results and learnings?

Documenting prototype results requires capturing session artifacts and writing a repository checkpoint report. This process records the evidence-driven verdict, observed results, and hypothesis outcomes to preserve learnings whether the final decision is to PROCEED, PIVOT, or KILL the concept.