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/game-prototype

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",

From plugin
alterlab-gameforge
3734 skills11 hooks
Install
$ npx -y skills add AlterLab-IEU/AlterLab_GameForge --skill game-prototype --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/game-prototype

Context 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",

SKILL.md

game-prototype.SKILL.md
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

AlterLab GameForge -- Hypothesis-Driven Prototyping

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.

Purpose & Triggers

**Invoke this workflow when:**

  • A team member proposes a new mechanic and the response should be "prove it" rather than "ship it"
  • The design document contains an assumption that has never been tested with real players
  • Two competing mechanic designs need a head-to-head bake-off to determine which one feels better
  • A feature sounds good on paper but the team has no visceral sense of whether it will be fun
  • Pre-production needs to validate core loops before committing engineering resources
  • A pivot is being considered and the new direction needs rapid feasibility confirmation

**Do NOT use this workflow when:**

  • The mechanic is well-understood and already validated in similar games (just build it properly)
  • You need a vertical slice for stakeholder presentation (that is a demo, not a prototype)
  • The question is about content, not mechanics (content questions need playtesting, not prototyping)

Critical Rules

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.

Workflow

**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:

  • "We believe that a grappling hook with momentum preservation will make traversal feel exhilarating when the player chains three or more swings without touching the ground."
  • "We believe that asymmetric co-op roles (one player builds, one player defends) will produce emergent communication when the builder can see threats the defender cannot."
  • "We believe that a stamina system with visible recovery will create tactical tension when the player faces two enemies and cannot defeat both without resting."

Examples of weak hypotheses (and why):

  • "The combat will be fun" -- unfalsifiable. What is fun? Under what conditions? For whom?
  • "Players will like the art style" -- this is a content question, not a mechanic question. You do not need a prototype for this.
  • "The game will be better with multiplayer" -- too broad. Which specific multiplayer interaction? What does "better" mean measurably?

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

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