game-accessibility-spe…
Invoke when the user asks about accessibility, inclusive design, colorblind mode, remappable controls, screen reader support, EAA compliance, CVAA, difficulty…
Invoke when the user wants to rapidly prototype a mechanic, test a proof of concept, run hypothesis-driven development, or validate a game idea before full production. Triggers on: "prototype", "proof of concept", "test this mechanic", "validate idea", "rapid prototype",
$ npx -y skills add AlterLab-IEU/AlterLab_GameForge --skill game-prototype --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/game-prototypeContext preview
The summary Claude sees to decide when to auto-load this skill.
Invoke when the user wants to rapidly prototype a mechanic, test a proof of concept, run hypothesis-driven development, or validate a game idea before full production. Triggers on: "prototype", "proof of concept", "test this mechanic", "validate idea", "rapid prototype",
name: "game-prototype" description: > Invoke when the user wants to rapidly prototype a mechanic, test a proof of concept, run hypothesis-driven development, or validate a game idea before full production. Triggers on: "prototype", "proof of concept", "test this mechanic", "validate idea", "rapid prototype", "bake-off". Do NOT invoke for starting a full project (use game-start) or brainstorming concepts (use game-brainstorm). Part of the AlterLab GameForge collection. argument-hint: "[mechanic to prototype]" effort: medium allowed-tools: Read, Glob, Grep, Write, Edit, Bash, AskUserQuestion version: 1.3.0
Prototypes are experiments, not demos. Every prototype exists to answer one question: "Is this worth building?" The moment you start polishing a prototype, you have stopped prototyping and started building -- and you may be building the wrong thing. Undertale's original demo was rough, ugly, and proved exactly one thing: the bullet-hell-meets-RPG mechanic was worth a full game. Hollow Knight started as a game jam prototype that validated tight combat in an atmospheric 2D world. Celeste began as a PICO-8 prototype that proved a single idea: precise air-dash platforming feels incredible at 8x8 pixel resolution. This workflow enforces that same discipline: define a hypothesis, build the minimum viable test, observe real players, make a binary kill-or-promote decision based on evidence.
**Invoke this workflow when:**
**Do NOT use this workflow when:**
1. **One hypothesis per prototype.** If you are testing two things, you have two prototypes. Combining hypotheses contaminates your results -- when it fails, you will not know which part failed. 2. **Time-box or die.** Every prototype gets a strict time limit: 1-3 days maximum. If the hypothesis cannot be tested in that window, the scope is too large. Decompose it further. 3. **Prototype code is biohazard.** It does not graduate to production. Ever. When a hypothesis is validated, the real implementation starts from scratch with proper architecture. Letting prototype code leak into production is how technical debt is born. Celeste's PICO-8 prototype shared zero code with the final game -- it proved the feel, then the real build started clean. 4. **Ugly is correct.** Colored rectangles for characters. Placeholder sounds. Programmer art. Comic Sans labels. If anyone comments on the visual quality of a prototype, they have misunderstood its purpose. The Hollow Knight game jam prototype used simple silhouettes -- the atmosphere came later, the feel came first. 5. **Observe behavior, not opinions.** Players will tell you what they think you want to hear. Watch what they DO. A player who says "yeah it was fine" but leaned forward and played for 20 minutes straight is giving you different data than their words suggest. 6. **Kill without sentiment.** If the evidence says the hypothesis is false, the prototype dies. It does not matter how clever the idea was, how much you personally like it, or how much time you spent building it. Supergiant kills prototypes constantly -- their GDC talks reveal dozens of dead mechanics that never made it past the test phase because the team trusts evidence over attachment. 7. **Always reference `docs/game-design-theory.md`** for shared theoretical frameworks (MDA, Flow Theory, SDT) when formulating hypotheses about player experience.
**Step 1: Define the Hypothesis**
Write the hypothesis in this exact format: "We believe that [mechanic/system] will produce [player behavior/emotion] when [specific condition]."
Then define falsification criteria -- what evidence would DISPROVE the hypothesis? This is the most important part. If you cannot define what failure looks like, your hypothesis is unfalsifiable and therefore untestable.
Examples of strong hypotheses:
Examples of weak hypotheses (and why):
Map the hypothesis to the MDA framework from `docs/game-design-theory.md`: which aesthetic are you targeting (Sensation, Fantasy, Narrative, Challenge, Fellowship, Discovery, Expression, Submission)? This grounds the hypothesis in established theory and helps you define what success looks like.
**Step 2: Scop
🎮 34 production-grade Claude Code skills for indie game development — studio agents, workflow skills, engine specialists, genre packs, and CI validation. From concept to launch.
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