Abstract Strategy
jwynia/agent-skills
Design abstract strategy games with perfect information, no randomness, and strategic depth.
Concept prototype before GDDs — throwaway HTML, Engine or Paper build, PROCEED/PIVOT/KILL/NOT ASSESSED.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill prototype -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios prototype --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/prototype .claude/skills/prototype && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "prototype" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/prototype into .claude/skills/prototype/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "prototype", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/prototypeType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill prototype -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios prototype --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude/skills/prototype .agents/skills/prototype && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "prototype" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/prototype into .agents/skills/prototype/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "prototype", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill prototype -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios prototype --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude/skills/prototype .cursor/skills/prototype && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "prototype" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/prototype into .cursor/skills/prototype/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "prototype", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/Donchitos/Claude-Code-Game-Studios.git --path .claude/skills/prototype--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill prototype -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios prototype --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude/skills/prototype .gemini/skills/prototype && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "prototype" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/prototype into .gemini/skills/prototype/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "prototype", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install Donchitos/Claude-Code-Game-Studios prototypeInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill prototype -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude/skills/prototype .github/skills/prototype && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "prototype" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/prototype into .github/skills/prototype/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "prototype", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill prototype -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios prototype --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude/skills/prototype .opencode/skills/prototype && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "prototype" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/prototype into .opencode/skills/prototype/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "prototype", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
prototypeConcept prototype before GDDs — throwaway HTML, Engine or Paper build, PROCEED/PIVOT/KILL/NOT ASSESSED.
Prototype is an agent skill from Donchitos/Claude-Code-Game-Studios. Concept prototype before GDDs — throwaway HTML, Engine or Paper build, PROCEED/PIVOT/KILL/NOT ASSESSED. After /brainstorm and /setup-engine.
Its SKILL.md is about 8.1k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Game Development, covering Game design and Brainstorming. The repository describes itself as: Turn Claude Code into a full game dev studio — 49 AI agents, 72 workflow skills, and a complete coordination system mirroring real studio hierarchy. The licence is MIT.
9 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit b21fa0f. It shows what the files ask for, not the result of running them.
Pre-approves these tools, so the agent can use them without asking each time:
ReadGlobGrepWriteEditBashAgentAskUserQuestionBash(bash "*/.claude/skills/prototype/../../hooks/yaml-helper.sh" resolve_config *)From allowed-tools in the SKILL.md frontmatter.
Shell commands in SKILL.md call:
bashFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Prototype loads about 8.1k tokens when it runs. Until then it costs about 38 tokens; SKILL.md has 4,575 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check noted patterns worth knowing about, such as sudo or a known installer.
allowed-tools: Read, Glob, Grep, Write, Edit, Bash, Agent, AskUserQuestion, Bash(bash "*/.claude/skills/prototype/.Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from Donchitos/Claude-Code-Game-Studios at commit b21fa0f, republished under its MIT licence (© Donchitos). 4,575 words, ~8,138 tokens.
.claude/skills/prototype/SKILL.md (or your agent's skills folder).!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,automation,workflow
Resolved above — use as-is; --review overrides review_mode for this run. No
block → defaults in .claude/docs/config-resolution.md.
This is the concept prototype — a fast, throwaway build that answers one question: "Is this core idea actually fun to interact with?"
Default use — run right after /brainstorm and /setup-engine, before writing
GDDs or architecture docs. Its verdict determines whether the concept is worth the
investment of full design documentation.
Mid-production? You can also run this at any stage to test a specific mechanic,
design change, or technical question. Pass --spike to activate spike mode: a
lightweight ~4-hour build with no GDD prerequisites and no phase gate implications.
Already have GDDs and architecture complete? To validate the full game loop
before committing to Production, run /vertical-slice instead.
Every AskUserQuestion call follows .claude/docs/automation-modes.md
(collaborative asks always · guided major-only · autonomous logs and proceeds;
automation_always_ask categories always prompt).
Check for spike mode: If --spike was passed, skip to the Spike Mode section
at the bottom of this skill.
Check for a carry-forward note: Glob prototypes/*/PIVOT-NOTE.md. If one
exists for this concept (or an earlier version of it), read it and start from its
revised hypothesis instead of forming one from scratch — say which note you used.
Then, unless --spike sent you to Spike Mode, use AskUserQuestion to confirm
intent before proceeding — with or without a carry-forward note:
Prototype this concept — build a throwaway build to validate the core idea is fun before writing GDDs (1–3 days)Skip — concept already proven — I have enough evidence this works; log it and proceed directly to designMid-production spike — I'm already in Production and want to test a specific mechanic or technical question quickly (~4 hours, no phase gate implications)If "Skip — concept already proven":
Ask (plain text, not a widget): "What evidence do you have that the concept works?"
Record the one-line answer, then stop. Note: "Concept prototype skipped — evidence:
[answer]." Suggest next step: /map-systems or /design-system [mechanic].
If "Mid-production spike": skip to the Spike Mode section below.
If "Prototype this concept": continue with Phase 1 below.
A note on prototype strategy: The research on successful indie development is consistent — building 2-3 concept variants and letting the best one win is far more likely to succeed than iterating one concept until it works. This is your first prototype, not necessarily your only one. If this prototype produces a PIVOT verdict, consider whether to refine this concept OR start fresh with a different angle on the same game idea and prototype that instead.
Game jam as a prototype vehicle: If you're planning a concept prototype anyway, consider timing it to a game jam (Ludum Dare, GMTK Game Jam, Global Game Jam). Jams provide a forced timebox (48-72 hours), instant distribution to thousands of players who rate and review early builds, and a deadline that prevents scope creep by design. Many shipped games (Celeste, VVVVVV) began as jam prototypes. Not required — but worth considering if the timing is right.
Read the concept description from the argument. Before building anything, define the falsifiable hypothesis this prototype must answer:
"If the player [does X], they will feel [Y] — we will know this is true if [measurable signal Z]."
Good: "If the player swings on grapple hooks, traversal will feel fluid — we'll know if players chain 3+ swings without stopping within 2 minutes of picking it up."
Bad: "Does this feel fun?" ← not testable, not falsifiable.
If the concept is too vague to form a hypothesis, stop here. Ask the user to narrow the question before proceeding. A prototype without a clear question wastes time.
Also ask: "What is the riskiest assumption in this concept?" That is the first thing the prototype should test — not the easiest part, the riskiest.
Read design/gdd/game-concept.md — or design/game-brief.md, the one-page brief
that replaces it at rigor: minimal — if either exists. Extract:
Determine the engine and language in use: read engine.name and
engine.language from project.yaml. For each field, if its key is absent or
empty (including when project.yaml has no engine: block), fall back to
CLAUDE.md and .claude/docs/technical-preferences.md. Treat a
[TO BE CONFIGURED] value as not set.
Select the prototype path. If --path [html|engine|paper] was passed, use that.
Otherwise, use this quick-reference first, then read the full path details below:
| Genre | Recommended path | Key reason |
|---|---|---|
| Platformer / action / fighter | Engine | Feel IS the hypothesis; browser latency produces false results |
| Racing / sports | Engine | Same — timing and physics feedback are the point |
| Top-down shooter / twin-stick | Engine | Aim feel is timing-sensitive |
| Puzzle (logic) | HTML or Paper | Timing is not the point; logic and clarity are |
| Card game | Paper first | Fastest iteration by hand before touching code |
| Narrative / visual novel | Paper (Twine / Ink / Yarn Spinner) | Story is the mechanic — test it without code overhead |
| Strategy / 4X / city builder | Paper (spreadsheet sim) | Validate economy and progression rules before building |
| Roguelike (systems-heavy) | Paper → Engine | Validate that the ruleset is interesting before building |
| Idle / clicker / incremental | HTML | Turn-based logic, no feel sensitivity required |
| Rhythm game | Paper first (design levels in audio) | Design levels before the engine exists |
| RPG / open world | Paper → Engine | Systems complexity: validate rules, then validate feel |
| Horror / atmospheric | Engine | Atmosphere requires real rendering |
Rule of thumb: "Does this feel right?" → Engine. "Are these rules interesting?" → Paper. "Is this logic correct?" → HTML or Paper.
Best for: Puzzle games, card games, turn-based strategy, word games, idle games, top-down logic games. Anything where timing precision doesn't matter.
Reliability: ~85–90% one-shot. The agent writes a single self-contained HTML file the user opens in a browser — no install required.
Limitation — browser latency lies about game feel. Browsers introduce 50–133ms of rendering variance. This makes HTML prototypes fundamentally unreliable for action games, platformers, fighting games, or anything where input timing, jump arcs, or collision feel are what you're testing. If feel is the hypothesis, use the Engine path instead.
Alternative tools for this path: PICO-8 (extreme constraints, great for retro arcade concepts, web-export in one command), Phaser.js (more capable browser game framework, still no install needed), or Twine (narrative/choice-based games). These are faster than raw HTML for their respective genres — suggest them if appropriate.
Output: A single prototype.html (or PICO-8/Phaser equivalent) the user opens in any browser.
Distribution — the HTML path's biggest advantage: Unlike Engine prototypes, this build can reach real players globally in minutes. Use this actively:
Best for: Action games, platformers, physics-heavy games, anything where moment-to-moment feel IS the hypothesis. Use this when HTML latency would lie about the result.
Reliability: ~50–60% one-shot. Expect 2–4 rounds of iteration — this is normal, not a failure.
Limitation — requires engine installed and running. This path is a multi-turn collaborative loop:
Sunk cost rule: If the user has been iterating for more than 2 hours without reaching a playable state, stop. The scope is too large or the question is wrong. Reframe the hypothesis and simplify aggressively, or switch to Paper path.
Output: A minimal runnable engine project in prototypes/[name]-concept/.
Lighter alternative — Love2D (Lua): If the project engine (Godot, Unity, Unreal) feels too heavy to stand up for a throwaway build, consider Love2D — a minimal 2D framework that installs in minutes, requires no project scaffolding, and renders natively with no browser latency. Used by many indie devs for rapid 2D action and platformer prototypes (Balatro prototyped in Love2D; Nuclear Throne's early builds used it). It sits between HTML overhead and full engine overhead: heavier than opening a browser, lighter than setting up a full engine project. Best for 2D action/platformer feel validation when the project engine is 3D-first or takes significant time to configure.
Best for: Strategy games, card games, board game-style mechanics, economy systems, progression loops, any game where the logic can be simulated by hand. Works for any genre when you need to validate rules, not feel.
Reliability: 100%. No code, no engine, no install.
Limitation — cannot validate moment-to-moment feel. Paper prototypes prove that the rules are internally consistent and the decisions are interesting. They cannot tell you whether jumping feels right or whether explosions feel satisfying.
Paper playtest observation protocol (run this with 5+ people):
Output: A printable rules document + a completed play log showing one simulated session.
Narrative tools for this path: For dialogue-heavy and story-driven games, skip the generic rules doc — use a dedicated narrative scripting tool instead:
All three let you write and playtest branching dialogue in minutes. Key metric for narrative prototypes: time to first emotional beat — how many exchanges before the player feels something? If it takes more than 3-4 exchanges, the opening is too slow.
Assess which path best fits the hypothesis, then use AskUserQuestion with your
recommendation pre-stated:
HTML — browser prototype — puzzle, card, turn-based, strategy, idle. Opens by double-clicking, no install. 85–90% reliable. Not suitable for action games — browser latency lies about feel.Engine — native prototype — action, platformer, physics, or anything where feel IS the hypothesis. 50–60% one-shot; 2–4 iteration rounds are normal. Requires engine installed.Paper — rules document + play log — strategy, economy, logic, board-game-style mechanics. 100% reliable. Cannot validate feel.Define in 3–5 bullet points the minimum viable prototype:
Scope constraint: A concept prototype tests ONE mechanic — not the whole game. If scope covers more than one mechanic, cut it down. When in doubt, cut more.
Present this plan to the user before building. Get confirmation before proceeding.
Name the checkpoint file in that confirmation: "May I record this plan in
production/session-state/active.md?"
Once confirmed, write a session checkpoint to production/session-state/active.md
(create production/session-state/ if it does not exist). Include: concept name,
hypothesis, path chosen, scope bullet points, and current phase ("Phase 5 —
Implement"). This lets the next session resume without starting over if the session
ends mid-build — especially important for multi-day Engine path work.
Ask: "May I create the prototype directory at prototypes/[concept-name]-concept/
and begin implementation?"
If yes, create the directory. Every file must begin with:
[comment] PROTOTYPE - NOT FOR PRODUCTION
[comment] Question: [Core question being tested]
[comment] Date: [Current date]Write [comment] in each file's own comment syntax — # in GDScript (.gd) and
Python, // in C#, C++ and JavaScript, -- in Lua, <!-- … --> in HTML and
Markdown. A header in another language's syntax is a parse error, not a label.
Files that cannot hold a comment (JSON, engine-generated scene and project
files) are exempt.
Standards are intentionally relaxed:
Do not add polish. No menus, no game over screens, no music, no tutorial text unless the tutorial IS the mechanic being tested. Every addition beyond the hypothesis is waste.
Playtesting tip: If you have access to anyone who hasn't seen the game — friends, family, strangers online — watching them play without explanation gives far better signal than testing it yourself. Watch silently; don't guide them. Confusion is data. Ask one question after: "What was confusing?" Not "Did you like it?"
No external testers available? Use rotation: if you built system A, you're a naive tester for system B. In a two-person team this works well. Solo developer? Step away for 2-3 days before playing fresh — you won't have perfect first-impression signal, but you'll surface the worst blockers. Another option: play your own prototype as a speedrun (force yourself through it in 5 minutes without stopping to fix things) — the friction you feel is what strangers will hit.
Want more granular UX data? Ask the tester to think aloud as they play — narrate their thoughts in real time: "I'm pressing space... nothing happened... is that the jump key?" This surfaces confusion the moment it happens rather than waiting for a post-play debrief. Best for UI/UX and onboarding clarity. Silent observation is still better for testing raw feel; think-aloud changes how people play slightly but gives much richer data about why they're confused.
HTML prototype? itch.io, Reddit (r/playmygame), and Discord (GMTK, Brackeys) let you reach strangers today at zero cost — see the distribution options in the HTML path section above.
Testing AI, NPC, or complex system behavior before writing the code? Use the Wizard of Oz technique: one person plays normally while a second person secretly controls the NPC, enemy, or system behavior in real time — making the decisions a human would make, not an algorithm. The player believes it's automated. This lets you validate whether your AI design feels right before writing a single line of pathfinding or decision tree code. When you observe what responses the human controller naturally produces, you learn exactly what the AI needs to do.
After writing the initial code:
"The prototype files are written. Run the project in your engine now. If there are errors, paste them here and I'll fix them. If it runs, describe what you see and whether it feels like it's answering the question."
Iterate until the prototype is playable. Each loop:
Write a single prototype.html to prototypes/[concept-name]-concept/. Include
all styles, logic, and assets inline. The file must be openable by double-clicking
with no server required.
Write prototypes/[concept-name]-concept/rules.md (the game rules) and
prototypes/[concept-name]-concept/play-log.md (a simulated session walking
through one complete play cycle step by step with dice rolls, decisions, and
outcomes narrated).
The prototype is built. Now hand it to the user and capture what they actually experienced. Do NOT skip to report generation — the report is only as good as the observations you collect here.
For HTML path: Say exactly this:
"The prototype is ready. Open
prototypes/[name]-concept/prototype.htmlin your browser and play it. Take as long as you need. Don't rush through it — try to approach it the way a new player would. Come back here when you're done."
For Engine path: The multi-turn iteration loop already captured errors and behavior. Now ask for the overall assessment:
"Now that it's running — play through it a few times as if you're the player, not the developer. Come back when you have a feel for it."
For Paper path: Say exactly this:
"Read through
prototypes/[name]-concept/rules.mdand walk through theplay-log.mdas if you're playing it for the first time. If you have someone nearby, try running the rules with them. Come back when you've seen at least one full play cycle."
If nobody can play it this session, do not ask for a verdict and do not infer one from how the build looks: the recommendation is NOT ASSESSED — built, not played. Write the report with that verdict (Phase 7, asking first) and name the next step — play it, then re-run this debrief.
Once the user returns, ask these questions one at a time — wait for each answer before asking the next:
Hypothesis check:
"The hypothesis was: [restate the hypothesis from Phase 1]. Did it hold up — CONFIRMED, PARTIALLY CONFIRMED, or REFUTED? Tell me what you saw."
Best moment:
"What was the moment — if any — where it felt like it was working? Be specific."
Worst moment:
"What was the most frustrating, confusing, or broken moment? Be specific — not 'it felt slow' but 'the jump took about half a second to respond and it felt like I was fighting the controls'."
Surprise:
"Did anything happen that you didn't expect — good or bad?"
Verdict:
"PROCEED, PIVOT, or KILL — and one sentence why."
Collect all answers before moving to report generation. If any answer is vague ("it felt fine", "pretty good"), ask a follow-up: "Can you be more specific? What exactly felt fine about it?" Precise observations make the report useful. Vague ones make it useless.
Read .claude/docs/templates/prototype-report.md to get the report structure.
Fill in every section based on what was observed during this session. Replace all
placeholder text with real observations — no generic filler.
Ask: "May I write this report to prototypes/[concept-name]-concept/REPORT.md
and add its row to prototypes/index.md?"
If yes, write the file. Then update prototypes/index.md (create if it does not
exist) — append one row to the concept prototype table: concept name, date, path
used, verdict (PROCEED/PIVOT/KILL, or NOT ASSESSED when nobody has played it), and a link to the REPORT.md. If a PIVOT chain
exists (prior PIVOT-NOTE.md in a related concept folder), note the chain. This file
is the project's complete history of what was tried and what was learned.
Review mode check:
solo → skip. Note: "CD-PLAYTEST skipped — Solo mode."lean → skip. Note: "CD-PLAYTEST skipped — Lean mode."full → spawn creative-director via Agent using gate CD-PLAYTEST if
design/gdd/game-concept.md exists with game pillars defined, or
design/game-brief.md exists (the rigor: minimal brief has no pillars — its
pitch and "what they feel" line stand in). If neither is available, note:
"CD-PLAYTEST skipped — game pillars not yet defined at concept prototype stage."Pass: the full REPORT.md content, the original hypothesis, and game pillars /
core fantasy from design/gdd/game-concept.md (or the brief's pitch and "what
they feel" line from design/game-brief.md).
The creative director evaluates the result against the game's creative vision and returns one of the gate's verdicts — APPROVE, CONCERNS or REJECT — or NOT ASSESSED when it could not judge. Apply it to the recommendation:
AskUserQuestion: Revise the recommendation / Accept with noted concerns /
Discuss further. The user decides; the director does not.AskUserQuestion to ask the user to choose PIVOT or KILL, and run
Phase 9 for that choice. A PIVOT or KILL recommendation stands..claude/docs/director-gates.md)
→ not an approval. Name what was missing; supply it and re-run the gate, or
record the review as NOT ASSESSED and let the user decide whether the
recommendation stands unreviewed.When the director returned CONCERNS, REJECT or NOT ASSESSED, ask "May I update
prototypes/[concept-name]-concept/REPORT.md and its prototypes/index.md
row?", then record the director's verdict and reason in REPORT.md, and the final
recommendation in both if it changed.
Output a summary: the hypothesis, the result, and the final recommendation.
Link to prototypes/[concept-name]-concept/REPORT.md.
If PROCEED: Your concept prototype validated the core idea. Now design it properly, informed by what you just learned.
At workflow: minimal: /create-stories (from the brief), then /dev-story
on the first story — the rest of this list is the standard/full path.
Recommended path (in order, standard/full):
/design-review design/gdd/game-concept.md — validate the concept doc against what the prototype revealed/gate-check — confirm readiness to advance to Systems Design/art-bible — define visual identity (optional but worth doing before GDDs)/map-systems — decompose the concept into all game systems/design-system [mechanic] — GDD for each MVP system; use prototype learnings
in the Tuning Knobs and Formulas sections/review-all-gdds — cross-system consistency checkNote: If you used the HTML path and feel is still uncertain, consider running a quick engine path prototype targeting feel before writing GDDs.
If PIVOT:
Before routing to the next prototype, capture the carry-forward note. Ask these two questions (plain text, one at a time):
Ask: "May I write this to prototypes/[concept-name]-concept/PIVOT-NOTE.md?"
If yes, write the file with: original hypothesis, what to keep, what to change, and
the revised hypothesis for the next prototype. The next /prototype run picks it
up at the start of Phase 1.
/prototype [revised-concept] to test the adjusted direction/brainstorm [hint] if the concept needs more fundamental rethinkingIf KILL:
Before moving on, run this check to confirm the verdict is sound and not temporary frustration:
If 2+ boxes apply → KILL verdict is sound. If 0–1 apply → consider one more focused PIVOT before killing.
Document the kill in prototypes/GRAVEYARD.md (create if it doesn't exist).
Ask: "May I append this concept to prototypes/GRAVEYARD.md?" If yes, add one entry:
## [Concept Name] — YYYY-MM-DD
- **Kill reason:** [specific blocker — not "it was boring" but "players never understood the core action"]
- **What worked:** [2-3 things worth carrying forward to future concepts]
- **What failed:** [the specific mechanic, design decision, or scope issue]
- **Next time:** [one explicit action to try differently on a similar concept]This file exists so the same mistake doesn't get made twice on the next concept.
/brainstorm open or /brainstorm [new-hint] to explore a different conceptIf NOT ASSESSED (nobody has played it):
There is no fun evidence yet, so PROCEED, PIVOT and KILL are all unreachable — report NOT ASSESSED and stop here rather than guess.
/prototype [same concept] againTriggered by: --spike flag OR "Mid-production spike" entry choice in Phase 1.
Purpose: Test a specific technical or design question mid-production, without the overhead of a full concept prototype workflow. No GDD prerequisites. No phase gate implications. Hard cap: ~4 hours.
When to use:
Spike Mode workflow (replaces Phases 1–9):
Define the spike question (plain text, not a widget): "What specific question does this spike answer? Give me one sentence: 'Can we [do X] using [approach Y]?'"
Choose path — same AskUserQuestion widget as Phase 3 (HTML / Engine / Paper).
Scope — maximum 2-3 bullet points. One mechanic, one technical question, nothing else.
Build — first ask "May I create prototypes/[concept-name]-spike-[date]/ and build the spike there?" Same relaxed standards and header as the concept prototype. Hard cap: 4 hours. If not demonstrable in 4 hours, the question is too large. Split it.
Observe and decide — no formal playtest debrief. Ask: "Did the spike answer the question? YES or NO, and why in one sentence."
Write a spike note (not a full report) to prototypes/[concept-name]-spike-[date]/SPIKE-NOTE.md — first ask once for this step and the next, naming both files: "May I write prototypes/[concept-name]-spike-[date]/SPIKE-NOTE.md and clear the spike from production/session-state/active.md?" The note holds:
Update production/session-state/active.md to clear the spike and return to the current sprint state.
No CD gate. No phase gate. No PROCEED/PIVOT/KILL. Spike results inform decisions; they don't make them. The developer decides whether to add the mechanic/approach to the sprint backlog based on what the spike revealed.
Performance spike (special case): If the game involves demanding rendering — large open worlds, hundreds of simultaneous physics bodies, heavy particle systems, complex shaders — run a performance spike before writing gameplay code to confirm the target hardware can sustain the required framerate. This is distinct from other spikes in two ways:
© Donchitos, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in .claude/skills/prototype of Donchitos/Claude-Code-Game-Studios.
Open the folder on GitHubat commit b21fa0f
Prototype next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Prototype this skillDonchitos/Claude-Code-Game-Studios | 26k | — | ~8.1k | Automated safety check: Notes | MIT | |
| Abstract Strategyjwynia/agent-skills | 165 | — | ~2.7k | Automated safety check: Pass | MIT | |
| Threejs Gameplay Systemsvalkor-ai/loom | 1.2k | 1 repos | ~1.4k | Automated safety check: Pass | Apache-2.0 | |
| Godot Gdscript Patterns925236118/AlphaAgent | 103 | 9 repos | ~5k | Automated safety check: Pass | MIT | |
| Novel Game Adaptation Analysiszenstory-ai/novel-to-game | 832 | 1 repos | ~558 | Automated safety check: Pass | MIT | |
| Game Experience Density OptimizerDY-2026/GameDesignOS | 410 | — | ~2.1k | Automated safety check: Pass | MIT |
jwynia/agent-skills
Design abstract strategy games with perfect information, no randomness, and strategic depth.
valkor-ai/loom
Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring…
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
zenstory-ai/novel-to-game
Condenses a novel or its deconstruction notes into a cited SOURCE_BIBLE of world rules, player verbs, spaces and systems, before any game genre is chosen.
DY-2026/GameDesignOS
当用户需要把游戏体验浓度、留存、首局节奏、Demo 完成率、单机总旅程、D1/D7、反馈、具身感、氛围、认知负荷、最佳刺激窗口、FEP/free-energy、预测误差、Markov blanket、习惯化或 liveops 参与问题,编译成可上线、可埋点、可复盘、可回滚的一周 ED 实验包时使用。Use when converting game experience-density and…
corosolto/client
Build and iterate playable Three.js game systems. An agent skill from corosolto/client.
Donchitos/Claude-Code-Game-Studios
Audits game assets against naming conventions, file size budgets and format standards, and finds orphaned assets and missing references.
Donchitos/Claude-Code-Game-Studios
Writes per-asset visual specs and AI image-generation prompts for a game's characters, enemies and screens, driven by the GDD, art bible and an entity inventory.
Donchitos/Claude-Code-Game-Studios
Checks game data and formulas for balance outliers, broken progression, degenerate strategies and economy problems, and answers 'could not run' when the data is missing.
Donchitos/Claude-Code-Game-Studios
Turns a description into a structured bug report, or scans code for likely bugs, then verifies and closes reports through four modes.
Donchitos/Claude-Code-Game-Studios
Reviews the open bug backlog, separates severity from priority, assigns fixes to sprints and reports systemic trends, writing a dated triage file.
Donchitos/Claude-Code-Game-Studios
Generates an internal or player-facing changelog from git commits and sprint data, filtering out framework maintenance commits so that only work on the game itself reaches release copy.
Categories
Concept prototype before GDDs — throwaway HTML, Engine or Paper build, PROCEED/PIVOT/KILL/NOT ASSESSED. Prototype is an agent skill from Donchitos/Claude-Code-Game-Studios. Concept prototype before GDDs — throwaway HTML, Engine or Paper build, PROCEED/PIVOT/KILL/NOT ASSESSED.
Prototype fits situations like: tasks that involve Game design; tasks that involve Brainstorming.
Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill prototype -a claude-code`. Or copy the skill folder (.claude/skills/prototype in Donchitos/Claude-Code-Game-Studios) into .claude/skills/prototype in your project. Claude Code loads it when a task matches its description.
Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill prototype -a codex`. Or copy the skill folder (.claude/skills/prototype in Donchitos/Claude-Code-Game-Studios) into .agents/skills/prototype in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add Donchitos/Claude-Code-Game-Studios --skill prototype -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/prototype, .gemini/skills/prototype, .github/skills/prototype and .opencode/skills/prototype in your project.
Going by SKILL.md and its folder, Prototype needs the command-line tools its instructions call (bash). Its frontmatter pre-approves these tools: Read, Glob, Grep, Write, Edit, Bash, Agent, AskUserQuestion, Bash(bash "*/.claude/skills/prototype/../../hooks/yaml-helper.sh" resolve_config *).
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found notes only (pre-approves every shell command (allowed-tools: bash)), nothing it rates as a warning. It is not a guarantee. Review the folder before installing.
Prototype is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 8.1k tokens (SKILL.md is roughly 33k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Prototype: Abstract Strategy (jwynia/agent-skills, 165 stars), Threejs Gameplay Systems (valkor-ai/loom, 1.2k stars), Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars) and Novel Game Adaptation Analysis (zenstory-ai/novel-to-game, 832 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
Donchitos (a GitHub user) maintains it in Donchitos/Claude-Code-Game-Studios, which has 25,834 GitHub stars. The repository holds 73 skills in this directory. The repository was last updated on September 29, 2026.
Source: Donchitos/Claude-Code-Game-Studios on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.