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Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
ICE_PUZZLE_PROJECT_IDNoThe project ID for the Firebase instance. Defaults to 'ice-puzzle-game'.ice-puzzle-game
ICE_PUZZLE_FIREBASE_APP_IDNoExplicit Firebase App ID override.
ICE_PUZZLE_FIREBASE_API_KEYNoExplicit Firebase API key override.
ICE_PUZZLE_FIREBASE_AUTH_DOMAINNoExplicit Firebase Auth domain override.
ICE_PUZZLE_FIREBASE_STORAGE_BUCKETNoExplicit Firebase Storage bucket override.
ICE_PUZZLE_FIREBASE_MESSAGING_SENDER_IDNoExplicit Firebase Messaging sender ID override.

Capabilities

Features and capabilities supported by this server

CapabilityDetails
tools
{}
prompts
{}
resources
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
create_levelB

Create a new empty ice puzzle level

get_levelB

Get the current working draft level with details and visualization

list_draftsB

List all locally saved draft snapshots

save_local_draftA

Save a snapshot of the current draft in local MCP memory

load_local_draftC

Load a locally saved draft snapshot by ID

delete_draftC

Delete a locally saved draft snapshot

import_levelC

Import a level from PuzzleData JSON

export_levelB

Export the current working draft as PuzzleData JSON

rename_levelC

Rename the current working draft without recreating it

undoB

Undo the last edit operation

redoB

Redo the most recently undone operation

revert_to_last_solvableB

Restore the latest known solvable state

place_tileC

Place a tile (rock, lava, hot_coals, or spike) at position. Auto-solves.

remove_tileB

Remove any tile at position. Auto-solves.

move_tileC

Move one tile/special element from one coordinate to another. Auto-solves.

place_tiles_batchC

Place multiple tiles at once. Auto-solves.

fill_regionB

Fill a rectangular region with a tile type. Auto-solves.

clear_regionA

Clear all tiles in a rectangular region. Auto-solves.

set_grid_sizeB

Resize the level grid. Elements outside new bounds are removed.

set_startC

Set the player start position

set_goalC

Set the goal position (can be on edge/wall)

set_parC

Set explicit par (target shortest optimal move count) for the current draft

set_par_to_shortestB

Solve and set par to the current solver shortest path length

clear_levelB

Clear all elements from the level, keeping grid size

add_warp_pairC

Add a warp portal pair connecting two positions

remove_warpC

Remove a warp pair by ID

add_thin_iceC

Add thin ice tiles (break after crossing)

remove_thin_iceC

Remove thin ice tiles

add_pushable_rockC

Add pushable rocks

remove_pushable_rockC

Remove pushable rocks

set_pressure_plateC

Set pressure plate position (deactivates barrier)

remove_pressure_plateC

Remove the pressure plate

set_barrierB

Set barrier position (kills if pressure plate not activated)

remove_barrierC

Remove the barrier

solve_levelB

Run BFS solver on current level with direction balance and unsolvable diagnostics

test_placementA

Dry-run placing one tile and solve without modifying the draft

reachable_fromC

Analyze all reachable landing positions from a starting coordinate

suggest_stop_pointsB

Suggest blocker placements to stop a slide at intermediate points

seed_layout_patternC

Apply a starter rock skeleton pattern to bootstrap solvable layout design

suggest_skeleton_layoutB

Suggest starter rock skeleton plans without modifying the current draft

simulate_moveC

Simulate a single slide move from a position

simulate_playthroughC

Simulate a full sequence of moves

analyze_difficultyC

Analyze current level difficulty and characteristics

validate_quality_gateC

Run canonical parity/quality checks (par-shortest, timeout rule, warp parity, hot coals shortcut diagnostics)

check_publish_readinessB

Check publish blockers: auth status + strict quality gate

visualize_levelB

Show ASCII art visualization of current level

get_game_rulesB

Get comprehensive ice puzzle game rules and design guide

get_tile_typesB

Get all tile types with behavior descriptions

get_level_requirementsB

Get requirements for publishable levels

interaction_faqC

Get quick-reference interaction outcomes for adjacent mechanic combinations

list_campaign_examplesB

List campaign level examples by difficulty tier (easy/medium/hard) with solver solutions

get_campaign_exampleC

Get one campaign level example (by level number or ID) with solution and optional PuzzleData

save_draftA

Save the current draft to Firebase (requires authentication)

load_draftC

Load a draft from Firebase by ID

delete_remote_draftB

Delete a remote draft from Firebase by ID

list_remote_draftsB

List all remote drafts from Firebase

list_my_published_levelsB

List your marketplace levels with status filter, sorting, and pagination

get_my_published_levelB

Get one of your published marketplace levels by ID

unpublish_levelC

Unpublish (soft-delete) one of your marketplace levels by ID

restore_published_levelA

Restore an unpublished marketplace level back to ACTIVE status

publish_levelC

Publish the current draft as a marketplace level

preview_levelB

Create or update a shareable preview link without publishing to marketplace

auth_statusB

Check Firebase authentication status

Prompts

Interactive templates invoked by user choice

NameDescription
build-levelBuild a solvable ice puzzle level
improve-levelAnalyze and improve the current level
challenge-levelBuild a challenging level using all mechanics

Resources

Contextual data attached and managed by the client

NameDescription
Game RulesComprehensive ice puzzle game rules and design guide
Tile TypesAll tile types with behavior descriptions
Current LevelCurrent working draft level data and visualization
Campaign ExamplesAll campaign level examples with difficulty tiers and shortest solutions
Campaign Examples (Easy)Easy campaign level examples with shortest solutions
Campaign Examples (Medium)Medium campaign level examples with shortest solutions
Campaign Examples (Hard)Hard campaign level examples with shortest solutions

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