A useful distinction
A prototype can investigate whether a particular interaction is understandable or interesting. Adding inventory, animation and several levels at once makes it harder to identify why the interaction succeeds or fails.
Put it into practice
Write the question before starting: for example, can a player understand how two tiles exchange places? Build only the states needed to test it. Record what was omitted so the prototype is judged by its purpose rather than mistaken for a finished game.
