Install
$ agentstack add skill-avelrl-skills-assemble-mvp ✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
About
Purpose: Stitch already implemented systems into one coherent playable loop.
Use when:
- the project already has a runnable scaffold plus multiple implemented systems
- the team wants a vertical slice or MVP build instead of isolated subsystems
- integration glue, scene wiring, flow control, and fail states are the main work left
Do not use for:
- first-time project scaffolding
- implementing a single isolated system from scratch
- broad tuning passes before the loop even works end to end
Inputs / Required Context:
- required: runnable project scaffold
- required: at least two implemented systems in main project code
- optional:
design/gdd/game-concept.md,design/gdd/systems-index.md, anddocs/technical-preferences.md - optional explicit argument: slice or milestone name
Outputs / Owned Artifacts:
- owns the integration work needed for one playable MVP or vertical slice
- owns
reports/mvp-assembly-report.md - may create or update scene wiring, state flow, UI or presentation glue, restart flow, stub content, and build scripts
- may create or update one lightweight repeatable smoke or sanity entrypoint when the stack supports it cheaply
- uses
gamedev/templates/mvp-assembly-report.md
Modes or Arguments:
- no argument: assemble the smallest current MVP loop
[slice-name]: label the assembly report and target a named slice
Execution Rules:
- Inventory implemented systems and identify the minimum playable loop available right now.
- Read
design/gdd/systems-index.mdwhen it exists so integration status and unresolvedHigh-Risk Systemsrows can be updated accurately. - Integrate only what is needed for one coherent slice: boot, play, feedback, fail, and restart or exit.
- Prefer glue code, placeholders, and one arena or scene over expanding content breadth.
- Ensure controls, core interaction, objective pressure, fail state, and restart or exit flow are actually reachable in one run.
- Run the actual build or game target before writing the report; do not backfill
reports/mvp-assembly-report.mdfrom assumptions. - When the stack supports it cheaply, add or update one repeatable sanity command or checklist for the assembled loop instead of relying only on ad hoc manual checks.
- Prefer repo-native verification commands for the chosen runtime over ambient external tooling that is not part of the repo or platform contract.
- If specialist QA tooling is unavailable but the primary run target already proved the loop, record the exact blocker without downgrading an otherwise verified playable slice to
Blocked. - For browser projects, treat browser-open, screenshot, or specialist visual probes as supporting evidence unless the repo explicitly owns that automation path.
- Write
reports/mvp-assembly-report.mdfrom the canonical template and record the actual verification commands, observed loop, and real blockers. - Update
design/gdd/systems-index.mdwhen present so systems verified inside the main playable loop move tointegrated. - If assembly evidence closes one or more
High-Risk Systemsrows, update their notes and the progress snapshot in the same pass instead of leaving them stale. - Sync matching system GDDs so their status blocks and acceptance criteria reflect the new integrated state instead of leaving them at prototype-era status.
- Save accepted evidence in stable project paths under
reports/or another versioned folder; do not rely only on ignored scratch dirs. - Update
README.mdwhen needed so install, run, build, test, and smoke commands match the assembled repo. - List missing glue, blocked systems, and obvious follow-up work without trying to solve everything in one pass. If unresolved high-risk rows remain, name the next evidence-closing move instead of implying full closure.
Failure / Stop Conditions:
- stop if the scaffold is missing or cannot boot
- stop if there are not enough implemented systems to form a loop
- stop if the request is really asking for tuning rather than assembly
- stop if the loop cannot actually be run or verified; do not write an optimistic
Playablereport - do not treat missing optional specialist QA tooling as assembly failure when repo-native verification already proved the loop
- do not turn this skill into an all-systems implementation marathon
Return Format:
- assembled slice name or default MVP label
- playable loop now supported
- files created or updated
- report path
- systems moved to
integrated, if any - high-risk rows closed or still unresolved, if any
- blockers or next gaps
- next recommended skill:
playtest-and-tune
Example Invocation:
/assemble-mvp/assemble-mvp first-playable
Related Skills / Boundary:
- use
implement-systembefore this skill to build the ingredients - use platform specialists only for runtime-specific QA or presentation depth; keep the assembly report and integration-state sync here
- use
playtest-and-tuneafter this skill to improve pacing and feel
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: avelrl
- Source: avelrl/skills
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.