mcpField
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debuff

debuff

Local
debuff.jpDeveloper Tools4Updated today

About debuff

debuff is an MCP server for coding agents working on 2D web games. It combines project checks and tests with direct gameplay controls, live state, frame data, explained errors, and replayable scenarios for debugging and tuning.

Key features

  1. 01Inspect project dependencies and assets
  2. 02Run type checks, builds, and tests
  3. 03Control live or headless gameplay
  4. 04Fuzz inputs and create replayable scenarios
  5. 05Read frame performance, errors, and state
  6. 06Tune parameters and capture frames

Use cases

  1. 01Investigate build, type-check, or logic-test failures
  2. 02Reproduce crashes or stuck states found by fuzzing
  3. 03Trace stutter using frame data
  4. 04Debug gameplay feel against recorded state

MCP support

The MCP server exposes project inspection, build and test runs, gameplay controls, state reads, and parameter tuning to MCP clients. It can attach to an open game or run a reproducible headless copy.

Configuration

Local server config is the same for every client. Copy it into your client’s MCP config file.

mcp.json · Universal config
{
"mcpServers": {
"jp-debuff-debuff": {
"command": "npx",
"args": [
"-y",
"@debuffjp/mcp"
]
}
}
}
Run commandnpx -y @debuffjp/mcp

Local servers need a runtime on your machine (e.g. Node.js 18+). Config file locations differ by client; see your client’s docs.

Packages
npm@debuffjp/mcp0.21.1

Tools

21

Saved tool list · updated today

ParameterTypeRequiredDescription
rootstringNoProject root. Absolute path, or relative to the server's root. Default: the server's root.

Details

From the project README

@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@debuff

As 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

ToolWhat it does
inspect_projectDependencies, plugins and their contributions, assets, last build size
list_assetsEvery asset with its type, size and importer, plus warnings and possibly unused ids
typecheckType-check with the project's own tsc; no browser needed. Vite doesn't type-check, so run it after edits
buildProduction build plus size report; leaks must be empty
run_testsRun the logic tests in tests/ (keiko): the real game in Node, no browser; failures carry the tick, scene and state
run_scenariosRun scenarios/*.json headless; per-step results, errors, captures
fuzzPlay with random input; each crash, stuck state or back-and-forth loop comes with an explained error and a scenario that replays it
game_startAttach 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_stepAdvance fixed simulation steps (pausing first); returns state (quiet leaves out your inspect() data)
game_pausePause or resume a live game
game_framesRecent frame breakdown: update/render ms, catch-up steps, quads, draw calls, long tasks; summary gives percentiles and the 3 slowest
game_notesMoments the human flagged in the overlay, with the state at that tick
game_rewindLive mode: take the human's game back (or forward) to a tick, paused, with its exact state then
game_replaySave the live session up to a tick (for example a note's) as a scenario in .debuff/replays/ that reproduces it
game_inputpress / release keys; tap, pointer_down, pointer_move, pointer_up
game_stateScene, tick, logical width/height, renderer, frame stats, reducedMotion, your inspect() data
game_commandRun a command the game registered with devTools({ commands }), with JSON args
game_params / game_set_paramRead and tune typed params (validated)
game_captureThe current frame as a PNG image; path also saves it in the project (thumbnails, store art)
game_errorsRuntime errors, explained: whose problem (your code, a rejected call, a debuff bug), the source line, a hint
game_stopClose 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.

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