Install any skill in seconds. Free to start, no credit card required.
Get Started Free →Turn a game idea into a focused design problem, risk-first prototype plan, and iteration loop. Use when starting a game, choosing what to build first, scoping an MVP, defining design questions, planning prototypes, or deciding whether an idea is ready for production.
.claude/skills/hashgraph-online-game-prototype-loop/SKILL.md| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-07 | ✗→✓ | ▲ Improved | -7% | 0% |
| case-10 | ✗→✓ | ▲ Improved | 17% | 0% |
| case-13 | ✗→✓ | ▲ Improved | 58% | 0% |
| case-22 | ✗→✓ | ▲ Improved | -40% | 0% |
| case-01 | ✓→✗ | ▼ Worse | 11% | 0% |
Use this skill to convert vague game intent into buildable experiments. The default stance is risk-first: identify what must be true for the game to work, then build the cheapest prototype that can answer that question.
Primary source: The Art of Game Design: A Book of Lenses, Third Edition by Jesse Schell, especially chapters 7-8 on idea generation, problem statements, filters, risk, prototyping, and iteration. The workflow is transformed and paraphrased from those ideas rather than copied.
Supporting source: Hunicke, LeBlanc, and Zubek's MDA framework for separating mechanics, dynamics, and aesthetics during prototype evaluation.
When invoked, produce:
Design Problem: the player-facing experience and constraints.Assumption Map: ranked risks with why each matters.Prototype Plan: prototype type, scope, build time, success signal, and kill/change criteria.Iteration Loop: cadence, test method, evidence to collect, and next decision.Build Notes: exact implementation guidance for the coding agent.Before producing a full plan, read:
references/core/guide.mdworkflows/risk-first-prototype.mdOther measured skills in the registry, with their headline benchmark lift.