prototype
/prototype
Sprawdza pomysł na prototypie przed pełną budową: przycisk fake door, klikalny ekran lub mały fragment mechaniki.
- Autor
- Vamp-pire ↗
- Repozytorium
- hype-me ↗
- Licencja
- MIT
- Ostatnia zmiana repozytorium
- 13.11.2026
Ocena i bezpieczeństwo
- Pliki w paczce
- 1
- Skrypty
- 0
- Komentarze HTML
- 0
- Adresy URL w SKILL.md
- 0
Brak sygnałów. Repozytorium zmienione 13.11.2026, bez odwołań do wycofanych modeli i API.
MIT, otwarta: można używać i zmieniać, z zachowaniem informacji o autorze.
Co robi i kiedy
Sprawdza pomysł na prototypie przed pełną budową: przycisk fake door, klikalny ekran lub mały fragment mechaniki.
Wyzwalacze z opisu
Argumenty
/prototype [idea]
Oryginalny opis (EN)
Test an idea in the cheapest way before building it — pick the right level (concept test, fake-door button, clickable screen, bare playable mechanic, small slice in the real game), set a success criterion first, build throwaway prototypes in a separate prototypes/ folder, and record the result as an experiment. Use for "프로토타입", "이 아이디어 먼저 시험해 보고 싶어", "만들기 전에 반응 보고 싶어", "fake door", "quick prototype", "would players want this".
Jak działa
- 1. Pin down the question
- 2. Pick the cheapest level that answers it
- 3. Build (levels 3–4)
- 4. Test and decide
Podgląd SKILL.md
---
name: prototype
description: Test an idea in the cheapest way before building it — pick the right level (concept test, fake-door button, clickable screen, bare playable mechanic, small slice in the real game), set a success criterion first, build throwaway prototypes in a separate prototypes/ folder, and record the result as an experiment. Use for "프로토타입", "이 아이디어 먼저 시험해 보고 싶어", "만들기 전에 반응 보고 싶어", "fake door", "quick prototype", "would players want this".
argument-hint: "[idea]"
---
# Prototype — cheapest test first
Answer in the user's language. Prototypes are throwaway and live apart from the game.
Follow the shared rules in `${CLAUDE_PLUGIN_ROOT}/references/rules.md` — profile first (run setup, then continue), end with one experiment suggestion, use design checks whenever something visual is involved, and leave a runnable test with anything you make.
## 1. Pin down the question
If the idea is still vague, do not stop with only questions: give a first answer in at most 5 lines — the recommended level and why, an example success criterion, that any prototype lives in `prototypes/` apart from the game, and that it will be recorded as an experiment — then ask at most 2 questions (what the idea is, and want / understand / enjoy).
From the idea or an `experiment` record: what do we need to learn — do people **want** it, **understand** it, or **enjoy** it? Set the success criterion before building (e.g. "3 of 5 testers finish 2 rounds", "5%+ click the fake-door button").
## 2. Pick the cheapest level that answers it
| level | answers | how | time |
|---|---|---|---|
| 1 concept test | want? | 2–3 hook lines or thumbnail drafts posted by the user to a small community, or a Discord poll | ~1 h |
| 2 fake door | want enough to click? | a "coming soon" button/page; measure clicks with a tracking link or an analytics event. Clicking must say honestly that it is not ready yet | ~half a day |
| 3 screen prototype | understand? | one clickable HTML screen or flow | half a day–1 day |
| 4 play prototype | enjoy? | a bare playable mechanic in one HTML file | 1–2 days |
| 5 slice in the game | works for real players? | behind a switch for some players | days |
Say why this level and not a cheaper one.
## 3. Build (levels 3–4)
Start the `prototyper` agent with the question, criterion, kind, project path and style notes. It writes only to `prototypes/<name>/`. Then let one `ux-playtester` try it as a first look (from the `ux` skill), if the level allows.
For level 1, write the drafts (the user posts them). For level 2, write the button/page text and the tracking link (a `utm_` link as in `promo-plan`) or event line; changes to the real game happen only after a yes, and never collect payment or personal data behind a fake door.
## 4. Test and decide
Give the user: the link/file, who to show it to, the 3 questions to ask testers, and what to count. Record it as an experiment (`experiment new`, type "prototype test") with the check date. On review: **build / change / drop**, with the numbers.
Useful existing tools (suggest once if not installed): mattpocock/skills `prototype`, Anthropic `frontend-design`, Google Stitch for screen drafts; design resources in `references/design-resources.md` (check licences).
Wersje
| Repozytorium | Wynik | Licencja |
|---|---|---|
| Ta strona · Vamp-pire/hype-me | 95 | MIT |
| leanstacks/lstk | 100 | MIT |
| A7-studio/jobmigo | 100 | MIT |
| akillness/jeo-skills | 100 | MIT |
| runwield/runwield | 100 | MIT |
| yuan88964/RelayStudio | 100 | MIT |
| mathews-tom/armory | 100 | MIT |
| deaconb28-lang/prototype | 100 | MIT |
| drvoss/everything-copilot-cli | 100 | MIT |
Migawka bazy z 13.11.2026 · wersja paczki a119e42f479a (skrót SHA-256 całej paczki)
Pobrania w ostatnich 30 dniach: 0 · ranking
Zgłoś problem z tym skillem: szkodliwa treść, błędny opis albo prośba autora o usunięcie.
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