MCP Game Helper is a custom Model Context Protocol (MCP) Server that provides AI-powered tools to assist game developers in tasks related to combat balancing, skill analysis, level pacing, and simulation.
Built for integration with Cursor, using the official
@modelcontextprotocol/sdk
Analyzes the HP and damage of two entities to evaluate if a matchup is balanced.
{
"player": { "hp": 2040, "damage": 1500 },
"enemy": { "hp": 2080, "damage": 1000 }
}I want to check if my player and enemy are balanced.
Player: 2040 HP, 1500 DMG
Enemy: 2080 HP, 1000 DMG
Simulates a combat scenario and estimates time-to-kill (TTK) for both entities.
{
"player": { "hp": 100, "damage": 10, "attackSpeed": 1.0 },
"enemy": { "hp": 80, "damage": 20, "attackSpeed": 0.5 }
}Simulate a fight:
Player has 100 HP, 10 DMG, 1.0 attack speed
Enemy has 80 HP, 20 DMG, 0.5 attack speed
Estimates how long a player can survive against multiple enemies and the time it takes to clear the room.
{
"player": { "hp": 100, "damage": 15, "attackSpeed": 1.2 },
"enemies": [
{ "hp": 40, "damage": 10, "attackSpeed": 0.8 },
{ "hp": 50, "damage": 12, "attackSpeed": 1.0 }
]
}How long will my player survive in a room?
Player: 100 HP, 15 damage, 1.2 speed
Enemies: One with 40 HP, 10 damage, 0.8 speed, another with 50 HP, 12 damage, 1.0 speed
Simulates how effective a skill is based on its damage, area of effect, and cooldown.
{
"skill": {
"damage": 80,
"cooldown": 5,
"area": 3
},
"enemies": [{ "hp": 100 }, { "hp": 80 }, { "hp": 60 }]
}My skill deals 80 damage, has 5s cooldown, and hits 3 enemies.
Enemy HPs: 100, 80, 60
How good is this skill?
Analyzes progression between levels and provides feedback on how smooth or steep the difficulty ramp is.
{
"levels": [
{ "name": "Forest", "enemyHp": 50 },
{ "name": "Cave", "enemyHp": 80 },
{ "name": "Castle", "enemyHp": 120 }
],
"player": { "damage": 25, "attackSpeed": 1.0 }
}My player deals 25 dmg/sec.
Forest enemies: 50 HP
Cave: 80 HP
Castle: 120 HP
Is this difficulty curve balanced?
Scans a code snippet and provides feedback on potential performance issues.
{
"code": "for (let i = 0; i < 10000; i++) { this.spawnEnemy(); }"
}Can you check this code for performance issues?
for (let i = 0; i < 10000; i++) {
this.spawnEnemy();
}
Also, I sometimes use setInterval inside update(). Is that bad?
Creates an AI state machine suggestion based on natural language behavior.
{
"description": "This enemy walks around the map until it sees the player, then it chases them. If close enough, it attacks. If it loses sight, it goes back to patrolling."
}This enemy walks around the map until it sees the player, then it chases them.
If close enough, it attacks. If it loses sight, it goes back to patrolling.
Can you suggest a state machine?
Suggests the ideal time between waves of enemies based on the player's DPS and enemy HP.
{
"player": { "damage": 30, "attackSpeed": 2 },
"enemyHp": 100,
"enemiesPerWave": 3
}My player deals 30 damage per hit and attacks twice per second.
Each enemy has 100 HP, and I spawn 3 enemies per wave.
What should be the ideal time between waves?
- Install dependencies:
npm install- Build the project:
npm run build- Install the package globally:
npm install -g .- Make sure you register the server in your
.cursor-config.json:
{
"mcpServers": {
"mcp-game-helper": {
"command": "npx",
"args": ["-y", "mcp-game-helper"]
}
}
}Feel free to suggest new useful commands for game developers β especially those focused on AI, balancing, and simulation!
MIT