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prototype · donchitos — Claude Code skill: what it does, how to install

This skill turns one game mechanic into a throwaway prototype and returns a PROCEED, PIVOT, KILL, or NOT ASSESSED verdict. Use it before GDD work.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add Donchitos/Claude-Code-Game-Studios --skill prototype -a claude-code
Open on GitHub

What prototype does

The skill tests a game concept before GDDs and architecture documents are written. It moves from defining the question and loading context through path selection, planning, implementation, playtesting, a prototype report, creative director review, and next steps. The build can follow an HTML, Engine, or Paper path, with full, lean, or solo review modes.

The usual point of entry is after /brainstorm and /setup-engine. Use --spike for a lighter mid-production check; when GDDs and architecture are complete, /vertical-slice is the stated route for validating the full game loop. Prototype code must stay separate from production code in both directions.

The hard cap is 1 day and one mechanic. For a networked game, a local build can test whether the mechanic is interesting, not how it feels with network delay. That is a reason to use real peers or latency simulation before judging network feel.

What it helps with

  • test a game idea before writing GDDs
  • build a rough prototype in HTML, Engine, or Paper
  • playtest one mechanic
  • choose between PROCEED, PIVOT, and KILL
  • check a networked mechanic under simulated latency

Example prompts for the agent

  • Run the prototype skill after /brainstorm and /setup-engine for a game concept about exploring an abandoned station.
  • Use prototype --path html --review lean to test this mechanic and produce a prototype report.
  • Run prototype --spike to check the controls during mid-production.

How to install prototype

1Skills CLI (Vercel)

npx skills add Donchitos/Claude-Code-Game-Studios --skill prototype -a claude-code

2Manually: put the files in place

~/.claude/skills/prototype/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/prototype/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about prototype

How do I install prototype in Claude Code?

Run these steps in order: npx skills add Donchitos/Claude-Code-Game-Studios --skill prototype -a claude-code, then run npx skills add Donchitos/Claude-Code-Game-Studios --skill prototype -a claude-code again, and open ~/.claude/skills/prototype/SKILL.md.

What does prototype do?

It builds a one-mechanic game prototype, guides a playtest, and produces a PROCEED, PIVOT, KILL, or NOT ASSESSED verdict. Its main use is concept validation before GDD work.

How is prototype different from vertical-slice?

prototype checks the concept before GDDs and architecture are complete. When those documents already exist, /vertical-slice is used to validate the full game loop.

Source text

SKILL.md · MIT
---
name: prototype
description: "Concept prototype before GDDs — throwaway HTML, Engine or Paper build, PROCEED/PIVOT/KILL/NOT ASSESSED. After /brainstorm and /setup-engine."
argument-hint: "[concept-description] [--path html|engine|paper] [--review full|lean|solo] [--spike]"
user-invocable: true
allowed-tools: Read, Glob, Grep, Write, Edit, Agent, AskUserQuestion, Bash(bash "*/.claude/skills/prototype/../../hooks/yaml-helper.sh" resolve_config *)
model: sonnet
---

!`bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,automation,workflow`

Resolved above — use as-is; `--review` overrides `review_mode` for this run. No
block → defaults in `.claude/docs/config-resolution.md`.

# Prototype

## Purpose

This is the **concept prototype** — a fast, throwaway build that answers one question:
*"Is this core idea actually fun to interact with?"*

**Default use** — run right after `/brainstorm` and `/setup-engine`, before writing
GDDs or architecture docs. Its verdict determines whether the concept is worth the
investment of full design documentation.

**Mid-production?** You can also run this at any stage to test a specific mechanic,
design change, or technical question. Pass `--spike` to activate spike mode: a
lightweight ~4-hour build with no GDD prerequisites and no phase gate implications.

**Already have GDDs and architecture complete?** To validate the full game loop
before committing to Production, run `/vertical-slice` instead.

---

## Phase 1: Define the Question

**Read `references/1-question.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.

## Phase 2: Load Concept Context

**Read `references/2-load-context.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.

## Phase 3: Choose the Prototype Path

**Read `references/3-choose-path.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.

## Phase 4: Plan the Prototype

**Read `references/4-plan.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.

## Phase 5: Implement

**Read `references/5-implement.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.

## Phase 6: Playtest Debrief

**Read `references/6-debrief.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.

## Phase 7: Generate Prototype Report

**Read `references/7-report.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.

## Phase 8: Creative Director Review

**Read `references/8-cd-review.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.

## Phase 9: Summary and Next Steps

**Read `references/9-summary.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.

## Spike Mode

**Triggered by:** `--spike` flag OR "Mid-production spike" entry choice in Phase 1.

**Read `references/spike-mode.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.

### Important Constraints

- Prototype code must NEVER import from production source files
- Production code must NEVER import from prototype directories
- If the recommendation is PROCEED, production implementation is written from
  scratch — prototype code is never refactored into production
- Total effort is hard-capped at 1 day (concept prototypes test one mechanic)
- Test ONE mechanic — if scope grows, stop and simplify the question
- No polish. No menus, no game over, no music, no UI unless it IS the mechanic
- If stuck after 2 hours of engine iteration, reframe the question or switch paths
- **3 PIVOT iterations → force a KILL decision.** If this is the third time the
  same concept has produced a PIVOT verdict, the concept likely doesn't work.
  Ask: "Is this the right idea, or am I in the sunk cost trap?" A new concept
  prototyped fresh will almost always beat a fourth iteration of a struggling one.
- Building 2-3 different concept variants and picking the best one is a healthier
  strategy than iterating one concept to death. Natural selection between prototypes
  beats willpower.
- **Networked/multiplayer games:** A local prototype cannot validate the feel of a
  networked mechanic. Latency fundamentally changes how combat, movement, and
  prediction feel — a prototype running at 0ms local will feel entirely different at
  80ms network delay. Use a local prototype to validate that the mechanic is
  *interesting*. Do not use it as evidence that it *feels good* under real network
  conditions. Network feel requires real peers or simulated latency (e.g., throttle
  tools, network condition simulators).

© Donchitos · MIT · Donchitos/Claude-Code-Game-Studios

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