You can be sure a game idea works for months, then watch it fall apart in ten minutes the second someone else plays it.

That gap is the whole reason prototypes exist.

The Idea That Sounded Perfect in My Head

I had a concept for a tic-tac-toe RTS. Players fight for control of a 3x3 grid, and the goal is to capture three territories in a row. Simple. Clean. I could see the whole game in my head.

So I used ChatGPT to build a quick prototype. Not a real game. Just enough rules and logic to test if the core idea held up.

It took about 30 minutes.

And the second I played it, I knew something was off. Getting three in a row wasn't fun as the main goal. It felt small. The real tension was in the fight for territory itself, not the tic-tac-toe pattern sitting on top of it.

So I flipped it. Territory control became the main objective and the tic-tac-toe win became a secondary bonus, a nice thing to grab if you can, not the whole point of playing.

That single prototype changed the direction of the entire game. And it took less time than a lunch break.

Prototypes Are Not Optional, They're Insurance

A lot of solo devs skip prototyping. It feels like a detour from the "real" work of building the game. You have the idea, you're excited, you want to start making the actual thing.

But skipping the prototype means you're betting months of work on an assumption you haven't tested. That's not confidence. That's a gap in your process.

Those 30 minutes with ChatGPT saved me from building out a full system around a core mechanic that didn't work. Imagine finding that out three months in, after art, after levels, after you've told everyone what the game is about.

You Don't Need It to Look Good

Here's the part that trips people up. Your prototype doesn’t need art, polish, or look anything close to the final game.

Plain shapes and flat colors are fine. A square can be a unit. A circle can be a resource. The only job of a prototype is to answer one question: does this mechanic actually feel good to play?

If you're spending time making your prototype look nice, you're solving the wrong problem. Save that energy for after you know the core loop works.

Old Notes Are a Prototype Backlog

Lately I've been going back through game ideas I wrote down years ago. Ideas I was sure were solid. Ideas I never built because life got in the way.

I'm turning them into fast prototypes now, one at a time. And here's the honest part: a good number of them fall apart the moment they're playable. Ideas that felt airtight on paper turn out to be flat in practice.

That's not a failure. That's the process doing exactly what it's supposed to do. Better to find out in 30 minutes than 30 weeks.

If you've got a notes app full of "someday" game ideas, that's not a graveyard. That's a backlog of fast tests waiting to happen.

Try It Yourself

You can play the current prototype of my tic-tac-toe area control game right here:

How to Play

Destroy the enemy stronghold before they destroy yours.

Each turn:

  1. Collect Supply and Essence from your stronghold and fortified territories.

  2. Spend your 2 Action Points to train units, summon a hero, upgrade classes, or build outposts.

  3. Move any number of eligible units between adjacent territories.

  4. End your turn to resolve combat automatically.

Key rules:

  • Tank counters DPS, DPS counters Support, and Support counters Tank.

  • Entering an empty territory claims it automatically.

  • Build an outpost to fortify a claimed territory and collect its resources.

  • Undiscovered resources appear as ??? until either faction enters the territory.

  • Hold three fortified territories in a row for bonus income based on their resource types.

  • Upgrading a class affects every unit of that class.

  • Upgraded units provide auras to allies sharing their territory.

  • The center contains a boss. Entering locks the squad inside until the boss or squad is defeated. Winning grants 10 Essence.

  • Units that reach an undefended enemy outpost or stronghold attack it during combat.

  • Reduce the enemy stronghold to 0 HP to win.

It's rough. It's meant to be. The shapes are plain and the colors are basic, because none of that matters yet. What matters is whether capturing territory feels like a real fight, and whether the tic-tac-toe bonus adds tension or just sits there.

What do you think plays well, and what feels off? I'd rather hear it now than after I've built three more systems around a mechanic that needs to change.

Key Takeaway

A prototype's only job is to test whether the mechanic feels good, not to look good, so skipping it means betting months of work on an assumption you never actually checked.

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