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create_level

Design and generate playable 2D platformer levels for VibeTide with specified dimensions, tile layouts, and difficulty parameters to create engaging gameplay experiences.

Instructions

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

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
level_nameYes
descriptionYes
tilesYes
widthNo
heightNo
maxEnemiesNo
enemySpawnChanceNo
coinSpawnChanceNo

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultYes
Behavior4/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

With no annotations provided, the description carries the full burden of behavioral disclosure. It effectively describes behavioral traits such as the requirement to follow specific design rules (e.g., dimensions, player spawn, tile types), difficulty settings, and playability constraints. It doesn't mention performance, rate limits, or error handling, but covers core operational behavior adequately.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness3/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is appropriately sized but not optimally structured. It front-loads the purpose and rules, but includes extensive guidelines and parameter explanations that could be streamlined. Every sentence adds value, but the organization could be more efficient, with some redundancy in design rules.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Given the complexity (8 parameters, no annotations, 0% schema coverage) and the presence of an output schema (which handles return values), the description is complete. It covers purpose, usage, behavioral traits, and parameter semantics thoroughly, providing all necessary context for an AI agent to select and invoke the tool correctly without relying on structured fields.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters5/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema description coverage is 0%, so the description must compensate. It adds significant meaning beyond the input schema by explaining each parameter's role in level design: level_name and description for identification, tiles as a 2D array of tile types with mappings (0-7), width and height as dimensions with defaults, and maxEnemies, enemySpawnChance, coinSpawnChance for difficulty tuning with guidelines. This fully documents all 8 parameters.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description explicitly states the tool's purpose: 'creating fast, fun, and playable levels for the VibeTide 2D platformer game.' It specifies the verb ('create') and resource ('levels'), and distinguishes it from siblings like edit_entire_level or view_level by focusing on creation rather than modification or viewing.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description provides explicit usage guidelines, including when to use it (e.g., for designing levels with specific dimensions and rules) and when not to use it (e.g., not for mazes). It distinguishes from siblings by emphasizing creation over editing or viewing, and includes detailed design rules and difficulty parameters to guide usage.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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