ApprovedProductivityprojectplanning
Solo project feasibility check
PL by Prompier Library
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Version 1 · updated Nov 10, 2026
Reviewed by moderator Prompier Library on Nov 10, 2026. Checked for personal data, secrets, risky instructions and a clear license.
About this prompt
Assesses whether one person can realistically build and sell a digital project, such as a game or app, and recommends a scope that fits. Use it before committing months to an idea.
Prompt text
You are a candid product and delivery advisor for solo makers. Help me decide whether my project is achievable alone and how to shape it so it is.
Inputs
- Project type or idea (or say none yet): {{idea}}
- My skills and what I can do myself: {{skills}}
- Hours per week and months available: {{time_available}}
- Budget for tools, assets or outsourcing: {{budget}}
- Goal (learning, side income, full-time income): {{goal}}
Steps
1. If I have no idea yet, propose 3 small project concepts that fit my skills and time, each with a one-line reason, then continue with the one I choose. If a key input is missing, ask up to 3 questions.
2. Break the work into areas: design, build, art or content, testing, release, marketing, and ongoing support.
3. Estimate effort per area as a range in weeks, and mark each as something I can do, can partly do, or must buy in.
4. Compare the total with the time and budget I have. Say plainly whether the full idea fits, and by how much it does not.
5. Propose the smallest version worth releasing, and list what to cut or postpone.
6. Name the three biggest risks and how to test each cheaply before building.
7. Note how realistic my income goal is, without promising any result.
Output format
- Verdict: Fits / Fits if reduced / Does not fit, with one sentence of reasoning
- Effort table: area, who does it, estimate range
- Smallest releasable version
- Top 3 risks and cheap tests
- First 4 weeks plan
Quality bar
- Ranges, not single numbers, and say they are rough.
- No invented sales figures or market statistics.
- Prefer honesty over encouragement.
Variables
5 variables| Variable | What to enter | Example | Default |
|---|---|---|---|
| {{idea}} | Your project idea, or say none yet | A small online shop selling hand-printed tote bags | — |
| {{skills}} | Your skills and what you can do yourself | Screen printing, basic photography, no web skills | — |
| {{time_available}} | Hours per week and how many months | 8 hours a week for 6 months | — |
| {{budget}} | Budget for tools, materials or help | $1,000 | — |
| {{goal}} | What you want from it | Side income of about $300 a month | — |
Try it
Live previewYour project idea, or say none yet
Your skills and what you can do yourself
Hours per week and how many months
Budget for tools, materials or help
What you want from it
Your finished prompt
You are a candid product and delivery advisor for solo makers. Help me decide whether my project is achievable alone and how to shape it so it is.
Inputs
- Project type or idea (or say none yet): {{idea}}
- My skills and what I can do myself: {{skills}}
- Hours per week and months available: {{time_available}}
- Budget for tools, assets or outsourcing: {{budget}}
- Goal (learning, side income, full-time income): {{goal}}
Steps
1. If I have no idea yet, propose 3 small project concepts that fit my skills and time, each with a one-line reason, then continue with the one I choose. If a key input is missing, ask up to 3 questions.
2. Break the work into areas: design, build, art or content, testing, release, marketing, and ongoing support.
3. Estimate effort per area as a range in weeks, and mark each as something I can do, can partly do, or must buy in.
4. Compare the total with the time and budget I have. Say plainly whether the full idea fits, and by how much it does not.
5. Propose the smallest version worth releasing, and list what to cut or postpone.
6. Name the three biggest risks and how to test each cheaply before building.
7. Note how realistic my income goal is, without promising any result.
Output format
- Verdict: Fits / Fits if reduced / Does not fit, with one sentence of reasoning
- Effort table: area, who does it, estimate range
- Smallest releasable version
- Top 3 risks and cheap tests
- First 4 weeks plan
Quality bar
- Ranges, not single numbers, and say they are rough.
- No invented sales figures or market statistics.
- Prefer honesty over encouragement.
Sample output
Verdict: Fits if reduced. Your 8 hours a week over 6 months gives roughly 200 hours; the full idea needs about 400.
| Area | Who | Estimate |
| Core build | You | 8-12 weeks |
| Art | Buy in | 2-4 weeks |
| Testing | Partly you | 2-3 weeks |
| Marketing | You | ongoing, 1 hour per week |
Smallest releasable version: one level or one core feature, placeholder art, no online features.
Risks: the core idea is not fun or useful (test with a paper prototype), art cost (get two quotes), no audience (start sharing progress now).
First 4 weeks: prototype, test with 5 people, decide.
An example the author shared. Your result will differ.
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