Skip to main content
Glama

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault

No arguments

Tools

Functions exposed to the LLM to take actions

NameDescription
view_level

View a VibeTide level with visual representation.

Args: encoded_level: An encoded level string from a URL or sharing link Returns a visual representation of the level.
view_level_image

View a VibeTide level as a beautiful PNG image with proper colors.

This generates a much better visual representation than the ASCII version, using the same colors as the web builder. The image is saved to a temporary file and the file path is returned for MCP clients to display. Args: encoded_level: An encoded level string from a URL or sharing link tile_size: Size of each tile in pixels (default 16, will auto-adjust for wide levels) max_width: Maximum image width in pixels (default 1200) Returns: The file path to the generated PNG image
edit_level_metadata

Edit only the metadata of a VibeTide level without changing the tile layout.

This is much more efficient than edit_entire_level when you only want to change game parameters like enemy count, spawn rates, name, or description. Args: encoded_level: The encoded level string to modify new_name: New name for the level (optional) new_description: New description for the level (optional) max_enemies: Maximum enemies parameter (0-10, optional) enemy_spawn_chance: Enemy spawn chance percentage (0-100, optional) coin_spawn_chance: Coin spawn chance percentage (0-100, optional) Returns: The modified level data with new encoded string
play_level

Get the URL to play a VibeTide level in the web player.

Args: encoded_level: An encoded level string for playing Returns a URL to play the level.
edit_level_tile

Edit a single tile in a VibeTide level.

Args: encoded_level: An encoded level string from a URL or sharing link row: Row index (0-based, from top) col: Column index (0-based, from left) new_tile_type: New tile type (0-7, see tile legend) Returns the modified level data with the single tile changed.
edit_level_row

Edit an entire row in a VibeTide level.

Args: encoded_level: An encoded level string from a URL or sharing link row: Row index to replace (0-based, from top) new_row_tiles: Array of tile types for the new row (each 0-7) Returns the modified level data with the entire row replaced.
edit_entire_level

Edit an entire VibeTide level, replacing all tiles and optionally metadata.

Args: level_data: The original level data (for reference) new_tiles: 2D array of tile types (each 0-7) new_name: New name for the level (optional) new_description: New description for the level (optional) max_enemies: Maximum enemies parameter (1-10, optional) enemy_spawn_chance: Enemy spawn chance percentage (0-100, optional) coin_spawn_chance: Coin spawn chance percentage (0-100, optional) Returns the completely modified level data.
create_level

You are an AI assistant tasked with creating fast, fun, and playable levels for the VibeTide 2D platformer game. Your role is to design levels that are engaging and balanced while adhering to specific rules and guidelines.

Here are the critical rules you must follow: 1. Create levels that are EXACTLY target_width tiles wide and target_height tiles tall (default 50×22). 2. The player must spawn at the LEFTMOST solid platform in the bottom half of the level. 3. Leave 3-4 empty rows above the starting platform for jumping. 4. Design the level as a LEFT-TO-RIGHT platformer, not a maze. Use the following tile types in your level design: 0 = Empty 1 = Grass 2 = Rock 3 = Yellow 4 = Ice 5 = Red 6 = Spikes 7 = Water Follow these level design guidelines: - Bottom half: Focus on main platforms and gameplay elements - Top half: Keep mostly empty for air and jumping - Create jumpable gaps (maximum 3-4 tiles apart) - Ensure a clear left-to-right progression For difficulty parameters: - Easy levels: maxEnemies=2-3, enemySpawnChance=5-10, coinSpawnChance=20-30 - Medium levels: maxEnemies=4-6, enemySpawnChance=10-15, coinSpawnChance=15-20 - Hard levels: maxEnemies=7-10, enemySpawnChance=15-25, coinSpawnChance=10-15 Ensure that your level is exactly the specified dimensions and follows all the design rules for playability. Args: level_name: The name of the level description: A brief description of the level tiles: A 2D array of tile types width: The width of the level height: The height of the level maxEnemies: The maximum number of enemies in the level enemySpawnChance: The chance of an enemy spawning coinSpawnChance: The chance of a coin spawning
decode_level_from_url

Decode a VibeTide level from an encoded URL string.

Args: encoded_level: The encoded level string from a URL or sharing link Returns the decoded level data with visualization.
get_tile_reference

Get the reference guide for VibeTide tile types.

Returns information about all available tile types and their properties.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

Latest Blog Posts

MCP directory API

We provide all the information about MCP servers via our MCP API.

curl -X GET 'https://glama.ai/api/mcp/v1/servers/banjtheman/vibe_tide_mcp'

If you have feedback or need assistance with the MCP directory API, please join our Discord server