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.
Scanned 9/5/2026
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---
name: prototype-fast
description: >
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.
---
# 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.
## When to use
- Use when validating a single mechanic or "what if", building a vertical slice / MVP,
greyboxing a level or interaction, or de-risking an idea before committing real time.
- Use when the user says "just get something playable", "is this fun?", or "rough it in".
**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).
## Core workflow
1. **Write the one question.** State the single thing the prototype must answer, e.g.
*"Is grappling-while-falling satisfying to control?"* If you have two questions, build two
prototypes. A prototype that tests everything tests nothing.
2. **Decide throwaway vs keep — before you write code.** Throwaway (a *spike*): hard-code,
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.
3. **Set a hard timebox** (30-90 min for a mechanic; one sitting for a slice) and a visible
timer. The constraint is the point — it forces you to test the *core* idea, not the trim.
4. **Greybox everything non-essential.** Primitives for art (boxes, circles, capsules),
built-in fonts, one debug sound or none. Spend zero minutes on anything the question
doesn't depend on.
5. **Instrument for the question.** Add on-screen debug text / gizmos that show the thing you
are judging (speed, distance, timing window). You're measuring, not decorating.
6. **Playtest immediately and honestly.** Play it yourself, then hand it to one other person
without explaining the controls. Watch where they struggle.
7. **Make the call against your kill criteria** (below). Keep → schedule the real build and
*rewrite*, don't promote the spike. Kill → log the lesson and move on. Refactor → narrow
the question and spike again.
## Patterns
### 1. The prototype brief (fill this in before coding)
```text
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".
```
### 2. Greybox the core loop, fake everything else (engine-agnostic pseudocode)
```text
# 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
```
### 3. Kill criteria — make the keep/kill call observable, not emotional
```text
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.
```
### 4. Containment: keep a spike out of the shipping codebase
```text
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.
```
## Pitfalls
- **Polishing too early.** Art, menus, and audio make a flat mechanic look finished and
delay the verdict. Greybox until the verb is proven.
- **No kill criteria.** Without a written "kill if", every prototype "has potential" and
nothing gets cut. Decide the signal *before* you're attached to the code.
- **Building systems instead of the mechanic.** Inventory, save/load, and settings are not
the question. Stub them.
- **The spike becomes the product.** Throwaway code promoted to production is technical debt
with a fun origin story. Rewrite on a keep.
- **Prototyping in the real codebase.** It tangles experiments with shipping systems and
makes the spike expensive to delete. Use a separate folder/project.
- **Testing only yourself.** You know the controls and the intent. One uncoached outside
player reveals more in two minutes than an hour of self-play.
## References
- For working under a hard external deadline and submitting, read the `game-jam` skill.
- For the engine-specific core loop you'll greybox in, read that engine's skill
(`godot-gdscript`, `phaser-core`, `love2d-core`, `unity-csharp-scripting`, …).
## Related skills
- `game-jam` — same scope discipline applied to a timed competition with a submission.
- Engine cores and genre skills — where a "keep" decision gets rebuilt properly.
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