What problem does it solve?
The prototype skill reduces the risk of building the wrong game by testing whether a core concept is fun to interact with before you invest in GDDs, architecture, or production-level work.
Core Features & Use Cases
- Hypothesis-driven concept prototyping: Turns a vague idea into a falsifiable hypothesis with an explicit measurable signal to validate or falsify.
- Path-based rapid validation: Routes the prototype to HTML, Engine, or Paper based on whether the hypothesis is about rules/logic or moment-to-moment feel.
- Session checkpointing and decision verdicts: Produces a throwaway build and guides the workflow toward a PROCEED, PIVOT, or KILL recommendation, including optional spike mode for ~4-hour targeted testing.
Use Cases
- Validate core loop fun before writing full GDD and system docs.
- Run mid-production mechanic or technical spikes without full phase-gate overhead.
- Quickly choose between “rules matter” (Paper/HTML) and “feel matters” (Engine).
Quick Start
Run the prototype with your concept description using the engine path: prototype "Describe the core gameplay loop and the riskiest assumption" --path engine.