Gsp polished prototype
Skill mike007jd/game-superpowers/skills/gsp-polished-prototype
Skills-first game development superpowers for Claude Code and Codex: build, audit, polish, and productionize game projects with reusable Agent Skills.
npx -y skills add mike007jd/game-superpowers --skill gsp-polished-prototypeAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
One thing to look at
- 5 stars5 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.
What its author says it does
Copied from the file, not written here
Use when the target is a coherent, demo-ready prototype rather than a minimal first playable.
SKILL.md
1.3 KB, as published. Nobody here has run it
Game Polished Prototype
Goal
Produce a polished prototype, not just a barely playable vertical slice.
Required quality bar
A valid polished prototype should usually include:
- the requested core loop,
- core requested features in scope,
- a coherent menu / start / retry / pause flow when relevant,
- readable HUD and affordances,
- meaningful feedback and feel,
- clear visual direction,
- production-grade code structure for the critical path.
Use:
../../shared/checklists/polished-prototype-rubric.md../../shared/checklists/production-code-checklist.md../../shared/checklists/game-feel-pillars.md
Workflow
- Protect the user’s real ask. Do not cut away defining features merely to move faster.
- Build a strong first minutes experience.
- Implement the requested feature set for this pass, not just one isolated mechanic.
- Make the build feel deliberate: feedback, transitions, fail/retry, readability.
- Keep architecture clean enough to continue development.
- Verify and repair before calling it done.
Important
If the user asked for a strong prototype, first-playable is not enough.
This skill exists to resist that accidental down-scoping.