vertical-slice

Builds a production-quality vertical slice to validate the full game loop before Production.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Before committing a team to full Production, studios need proof that the complete game loop can be built at production quality on schedule. This Skill guides the end-to-end construction of a vertical slice and produces a PROCEED/PIVOT/KILL verdict that gates the Pre-Production to Production transition. ## Core Features & Use Cases - Scoped Slice Planning: Defines a falsifiable validation question, enforces a 3-5 minute polished gameplay scope, and applies a day-3 sunk cost checkpoint to stop runaway builds. - Structured Playtest Debrief: Runs a one-question-at-a-time debrief covering loop completion, time-to-first-action, core fantasy delivery, blockers, and pipeline feasibility. - Verdict and Reporting: Generates a vertical slice report with a day-by-day velocity log, routes PROCEED to epic and sprint planning, PIVOT to GDD revision with a carry-forward note, and KILL to a documented graveyard entry. - Use Case: After finishing GDDs, architecture, and UX specs for a roguelike, run the slice to prove one full start-challenge-resolution cycle is buildable in two weeks, then use the velocity log to plan the first production sprint. ## Quick Start Use the vertical-slice skill to validate my game's full loop at production quality and give me a PROCEED, PIVOT, or KILL verdict with a report.

Frequently Asked Questions about vertical-slice

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I validate a game loop before full production?

Build a vertical slice: a 3-5 minute polished build demonstrating one complete start-challenge-resolution cycle at representative quality. Define a falsifiable validation question first, then playtest and issue a PROCEED, PIVOT, or KILL verdict based on observed results.

What is the difference between a vertical slice and a concept prototype?

A concept prototype tests whether a core idea is worth designing, before GDDs exist. A vertical slice runs after GDDs and architecture are complete and tests whether the full loop can be built at production quality on schedule.

How long should a vertical slice take to build?

Plan for 1-3 weeks of effort producing 3-5 minutes of polished gameplay. If the full loop is not demonstrable by day 3, stop and reassess scope or architecture rather than continuing to iterate.

Can a vertical slice validate networked or multiplayer gameplay?

A local vertical slice cannot validate networked feel, since latency fundamentally changes combat, movement, and prediction. It can confirm the loop is interesting and complete, but network feel requires real peers or simulated latency.

When should a game concept be killed after a vertical slice?

KILL is sound when two or more apply: the loop exceeds 5 minutes, no emotional high point was observed, over half of testers got stuck at the same point, architecture requires rebuilding over half the work, or it is the third slice attempt.