@debuffjp/mcp
v0.15.0
Published
MCP server for debuff: lets AI agents inspect, build, test and play a debuff game
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@debuffjp/mcp
An MCP server that lets AI agents inspect, build, test and play a debuff game. It uses the same evidence a human would want: real state, real frames, real test results.
Setup
New projects from npm create debuff include a .mcp.json, so MCP clients that read it (such as Claude Code) pick the server up automatically. For other clients:
claude mcp add debuff -- npx -y @debuffjp/mcp # Claude Code{
"mcpServers": {
"debuff": { "command": "npx", "args": ["-y", "@debuffjp/mcp"] }
}
}Run it from the game's folder, or pass --root <dir> (or set DEBUFF_ROOT).
As a Claude Code plugin, which also adds a skill that teaches Claude the workflow:
/plugin marketplace add debuffjp/debuff
/plugin install debuff@debuffAs a Codex plugin: codex plugin marketplace add debuffjp/debuff, then codex plugin add debuff@debuff.
For Claude Desktop, mcpb/manifest.json describes a desktop extension that asks for the game folder. Pack it from that folder with npx @anthropic-ai/mcpb pack.
Tools
| Tool | What it does |
| --- | --- |
| inspect_project | Dependencies, plugins and their contributions, assets, last build size |
| list_assets | Every asset with its type, size and importer, plus warnings and possibly unused ids |
| typecheck | Type-check with the project's own tsc; no browser needed. Vite doesn't type-check, so run it after edits |
| build | Production build plus size report; leaks must be empty |
| run_tests | Run the logic tests in tests/ (keiko): the real game in Node, no browser; failures carry the tick, scene and state |
| run_scenarios | Run scenarios/*.json headless; per-step results, errors, captures |
| fuzz | Play with random input; each crash, stuck state or back-and-forth loop comes with an explained error and a scenario that replays it |
| game_start | Attach to the live game, or open a private headless copy, paused (see below). Headless takes a viewport: [w, h]; reducedMotion forces it on or off |
| game_step | Advance fixed simulation steps (pausing first); returns state (quiet leaves out your inspect() data) |
| game_pause | Pause or resume a live game |
| game_frames | Recent frame breakdown: update/render ms, catch-up steps, quads, draw calls, long tasks; summary gives percentiles and the 3 slowest |
| game_notes | Moments the human flagged in the overlay, with the state at that tick |
| game_rewind | Live mode: take the human's game back (or forward) to a tick, paused, with its exact state then |
| game_replay | Save the live session up to a tick (for example a note's) as a scenario in .debuff/replays/ that reproduces it |
| game_input | press / release keys; tap, pointer_down, pointer_move, pointer_up |
| game_state | Scene, tick, logical width/height, renderer, frame stats, reducedMotion, your inspect() data |
| game_command | Run a command the game registered with devTools({ commands }), with JSON args |
| game_params / game_set_param | Read and tune typed params (validated) |
| game_capture | The current frame as a PNG image; path also saves it in the project (thumbnails, store art) |
| game_errors | Runtime errors, explained: whose problem (your code, a rejected call, a debuff bug), the source line, a hint |
| game_stop | Close the game |
Prompts
Workflows clients can offer as slash commands: playtest, fix-errors, tune-feel, add-mechanic and explain-stutter.
Live and headless
If you have the game open under debuff dev, game_start attaches to that tab (mode live). The overlay shows an agent badge, and every pause, step and param change the agent makes appears in its activity log, where you can undo it. Type a note in the overlay ("jump feels floaty here") to flag a moment; the agent reads it, along with the game state at that tick, through game_notes. game_stop resumes your game and disconnects.
Otherwise, or with mode: "headless", the agent gets a private copy in a headless browser. Time only advances through game_step, so what it sees is reproducible, and a scenario can replay it exactly.
