vibe-tide-mcp-server
An MCP server that exposes tools to create, edit, visualize (ASCII/PNG), decode, and play VibeTide 2D platformer levels (including tile-level editing and metadata management) via the Model Context Protocol.
Score Breakdown
⚙ Agent Friendliness
🔒 Security
MCP deployment appears client-local (no auth described). No evidence is provided regarding TLS, secret handling practices, rate limiting, or input sanitization. Dependencies include fastmcp/mcp and Pillow; no CVE/status details are available from the provided data.
⚡ Reliability
Use Cases
- • Programmatically generate VibeTide level layouts for experimentation
- • Edit existing levels by tile, row, or full level replacement
- • Render level previews as ASCII or PNG images
- • Decode levels from sharing URLs for reconstruction
- • Produce playable links/URLs for generated levels
- • Update gameplay-related metadata (e.g., difficulty/spawn-related properties)
Not For
- • Running as a general-purpose game backend with public HTTP endpoints
- • Hosting untrusted user content without additional sandboxing/validation
- • Use cases requiring strong enterprise auth/authorization or audit logging (not evidenced)
Interface
Authentication
No authentication mechanism is described in the provided README content; MCP is configured locally in the client configuration via command/args/env.
Pricing
README badges mention PyPI/Smithery, but no pricing/free-tier details are provided.
Agent Metadata
Known Gotchas
- ⚠ Tool inputs/outputs and error contracts are not fully specified in the provided content; agents may need to infer parameter names/types from examples.
- ⚠ Several functions appear to take an encoded_level or sharing URL; agents should validate encoding/length/format before edits.
- ⚠ No explicit guidance is shown for idempotency or retry behavior for mutating operations like create/edit.
Alternatives
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Scores are editorial opinions as of 2026-04-04.