config/skills/game-dev/prototype-coach/SKILL.md
Guide prototyping for solo game dev. Use when deciding what to prototype, scoping a prototype, evaluating results, or deciding whether to kill or commit. Prevents both over-investment in prototypes and skipping prototyping entirely.
npx skillsauth add gavinmcfall/agentic-config prototype-coachInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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A prototype's job is to die so your game can live.
Invariant A prototype exists to answer a question, not to become the game. Set the question before building. Discard after answering.
Example Question: "Does grappling hook movement feel fun in 2D?" Build: 1 day. A square, a line, a circle to grapple to. No art, no sound, no menus. Answer: "Yes, the swing arc feels great when momentum carries." The prototype dies. The finding lives in the GDD. //BOUNDARY: Vertical slices are the exception — they DO become the game's foundation. But even vertical slices are built AFTER mechanic prototypes have validated the core.
Depth
Invariant Define how you'll know the prototype failed BEFORE you build it. If you can't articulate failure conditions, you'll never kill it.
Example "If after 2 days, the movement doesn't feel fun with just keyboard input (no polish, no juice), the mechanic is wrong for this game." This is a kill criterion. Without it, you spend day 3-7 adding polish hoping it will "feel better." //BOUNDARY: Kill criteria should be about feel and function, not about polish. "It doesn't look good" is not a kill criterion for a mechanic prototype — it has no art. "It doesn't feel responsive" IS a kill criterion.
Answers: "Does this game mechanic feel fun/interesting?"
Answers: "Can I create this art style at an acceptable quality level?"
Answers: "Can the engine/hardware handle this?"
Answers: "Does the full experience work together?"
Important: Only build a vertical slice AFTER mechanic prototypes confirm the core is fun.
archive/prototypes/ folder — but don't keep building on it.| Trap | Symptom | Intervention | |------|---------|-------------| | Polish creep | Adding juice, effects, menus to a mechanic test | "Is the question answered? Then stop. Polish belongs in the real game." | | New prototype shiny | Starting prototype 2 before evaluating prototype 1 | "Evaluate first. Write the findings. Then decide if a new prototype is needed." | | Can't kill it | Extending time box because "it's almost there" | "You set kill criteria for a reason. What did they say?" | | Perfectionism | Rewriting prototype code to be "cleaner" | "This code is supposed to die. Ugly is correct." | | Scope expansion | "While testing combat, I'll also add inventory" | "One question per prototype. Inventory is a different question." |
When the user wants to prototype:
During prototyping:
After prototyping:
gdd-writer skill — Prototypes validate GDD hypothesesscope-guardian skill — Prototypes reveal true scopedecision-journal skill — Prototype outcomes are decisionssprint-manager skill — Prototypes are Spike ticketsBuild it fast. Answer the question. Kill it with gratitude.
development
Deeply personal mentor and guide. Use when struggling, wanting to quit, feeling overwhelmed, or doubting yourself. Empathy-first. Build this skill around YOUR psychology.
tools
Build automation workflows with n8n for game dev tasks. Use when automating repetitive processes, setting up notifications, scheduling backups, or connecting services. Reduces manual overhead that ADHD brains find hardest to maintain.
testing
Query and diagnose the home Kubernetes cluster. Use when checking cluster health, troubleshooting pods/services/routes, inspecting storage, or understanding what's deployed. Covers Talos node management, Ceph storage, Cilium networking.
devops
Deploy and manage applications in the home-ops Kubernetes cluster via GitOps. Use when deploying new apps, modifying existing ones, adding routing, managing secrets, or working with the home-ops repo structure.