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walking-skeletonlisted

Use when starting anything new and unsure where to begin, tempted to build the interesting component first, or when a prototype has many parts that don't yet connect end to end. Not for a throwaway probe to answer an unknown you'll then delete — that's spike-and-stabilize
atgreen/hackinator · ★ 1 · Web & Frontend · score 72
Install: claude install-skill atgreen/hackinator
# Walking Skeleton ## Overview **Core principle:** Get the thinnest possible slice running end to end *first* — input to visible output, all the way through — before you flesh out any single part. A walking skeleton is a system that does almost nothing but does it *completely*: every layer is present, wired together, and runs, even if each layer is a stub returning a hard-coded value. It walks. Then you grow muscle onto a skeleton that already stands, instead of assembling a pile of perfect bones that have never held weight together. ## Why It Wins The risk in anything new is rarely a single component — it's the **connections**: the layers that must talk, the assumptions that don't survive contact, the "obvious" integration that isn't. A walking skeleton pays down that risk on day one. A pile of polished-but-unconnected parts defers it to the worst possible moment: the end. ## The Recipe 1. **Trace the thinnest line** from a real input to a visible output. List every layer it must pass through. Keep the line as short as you can while still touching every layer. 2. **Stub every layer to the minimum that lets the line run.** Hard-code returns. Fake the data. Print instead of persist. The goal is a pulse, not a feature. 3. **Wire it together and run it.** Watch the input travel all the way to output. This is the moment that matters — the system *walks*. 4. **Only now, grow one layer at a time.** Replace a stub with the real thing, run again, confirm it still w