gamedev-skills/prototype-fast
> Build a playable prototype in about an hour to answer one question — is it fun? — with greybox primitives, a hard timebox, and explicit keep/kill criteria. Use when prototyping a mechanic, making a vertical slice or MVP, greyboxing/blockout, or judging throwaway vs keep.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill prototype-fast
Get a mechanic into a player's hands fast to learn whether it's worth building. The output of
a prototype is a decision (keep / kill / refactor), not a product. Optimize for learning
speed, and decide up front whether the code is throwaway or load-bearing.
greyboxing a level or interaction, or de-risking an idea before committing real time.
When *not* to use: a timed competition with a deadline and a submission (use game-jam);
shipping or updating a real release (use steam-publish / itch-publish); building the
production version of a validated feature (use the engine/genre skill directly).
*"Is grappling-while-falling satisfying to control?"* If you have two questions, build two
prototypes. A prototype that tests everything tests nothing.
no architecture, delete after. Keep: still rough, but folder/names you can grow. Most
prototypes should be throwaway; pretending otherwise is how prototypes rot into the
shipping codebase.
timer. The constraint is the point — it forces you to test the *core* idea, not the trim.
built-in fonts, one debug sound or none. Spend zero minutes on anything the question
doesn't depend on.
are judging (speed, distance, timing window). You're measuring, not decorating.
without explaining the controls. Watch where they struggle.
*rewrite*, don't promote the spike. Kill → log the lesson and move on. Refactor → narrow
the question and spike again.
QUESTION: The one thing this must prove (binary if possible).
CORE VERB: The single action the player repeats.
THROWAWAY?: yes -> hard-code freely, delete after. no -> minimal structure to grow.
TIMEBOX: e.g. 60 min. Stop when it rings, even if unfinished.
KEEP IF: observable signal that means "fun / worth building" (see kill criteria).
KILL IF: observable signal that means "stop".
# Only the CORE VERB is real. Visuals are primitives; systems are stubs.
on update(dt):
read_input()
apply_core_mechanic(dt) # the ONLY thing you're testing — make this feel right
draw_primitive(player) # a box. not a sprite. not animated.
draw_debug_hud(speed, timing) # show the numbers you're judging
# enemies, menus, save, audio, art -> stubbed or absent until the verb proves out
KEEP when, with placeholder art:
- a fresh player does the core verb on purpose within ~30s, unprompted, and
- you (or they) repeat the loop "one more time" without being asked.
KILL when:
- the verb only feels good after you explain it, or
- making it fun needs systems far beyond the prototype's scope, or
- you're adding art/levels to avoid admitting the verb is flat.
REFACTOR when one variable is clearly off (too slow, window too tight) -> retune, retest.
prototypes/<idea-name>/ # separate folder or project, never imported by main game
- hard-coded values, single file ok, magic numbers welcome
- committed on a throwaway branch (or not at all)
Rule: a "keep" decision authorizes a REWRITE in the real project, not a copy-paste of the
spike. Prototype code carries prototype assumptions; shipping it ships the assumptions.
delay the verdict. Greybox until the verb is proven.
nothing gets cut. Decide the signal *before* you're attached to the code.
the question. Stub them.
with a fun origin story. Rewrite on a keep.
makes the spike expensive to delete. Use a separate folder/project.
player reveals more in two minutes than an hour of self-play.
game-jam skill.(godot-gdscript, phaser-core, love2d-core, unity-csharp-scripting, …).
game-jam — same scope discipline applied to a timed competition with a submission.Take gamedev-skills/prototype-fast from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.