GameCodex

GameCodex

MCP server that provides game design lenses and knowledge base docs to help AI assistants and programmers make better design decisions during game development.

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README

GameLens

A game designer AI lens for programmers.

Your AI assistant writes competent game code and gives you zero design judgment. It will implement a jump, a shop, or a crafting system without ever asking whether it should exist, what it should feel like, or which proven design thinking applies. GameLens fixes exactly that: one MCP tool — lens — that answers as the game designer looking over your shoulder.

you (or your AI): lens { situation: "my jump feels floaty" }

              → Game Feel (Steve Swink): measure input-to-photon latency;
                derive gravity from jump height + time-to-apex; split
                rising/falling gravity; the questions, red flags in code
                terms, and concrete fixes.

Every lens distills an industry-proven philosophy with real provenance — Mark Cerny's Method, MDA, Sid Meier's interesting decisions, Swink's game feel, juice, flow & difficulty (incl. Celeste's assist thinking), George Fan's onboarding rules, Nintendo's kishōtenketsu, core loops, Derek Yu on finishing, Valve-style playtesting, Self-Determination Theory, Sirlin/Schreiber balance, Koster's theory of fun, and BotW-style emergence.

Install

claude mcp add gamelens -- npx -y gamelens

Or in any MCP config (claude_desktop_config.json, .cursor/mcp.json, …):

{
  "mcpServers": {
    "gamelens": { "command": "npx", "args": ["-y", "gamelens"] }
  }
}

One tool — the whole game

Call Returns
lens { situation: "players quit at the first boss" } The matching lenses (here: flow & difficulty, playtesting) — designer questions, red flags, prescriptions — plus matching docs from the knowledge base
lens { lens: "scope" } One named lens in full
lens { doc: "E6" } A knowledge-base doc (big ones return a table of contents; add section: "…" for one part)
lens { } The catalog of all 15 lenses

That's the entire tool surface. No schema bloat, no action routing.

Design philosophy only

The knowledge base is a small, curated library of game-design docs — genre reference, game feel craft, design fundamentals, level design, postmortem lessons, difficulty & accessibility — reachable through the same tool: every situation reply ends with the matching docs, and doc/section reads them. The docs also ship as passive MCP resources (gamelens://docs/...).

No engine documentation. Engine API freshness is Context7's job; editor integration is Godot-MCP's and Unity-MCP's. GameLens is the design-judgment layer none of them touch — they compose well. (GameLens 2.x, published as gamecodex, bundled a 957-doc engine library; v3 removed it.)

Monorepo

GameLens/
├── packages/
│   ├── server/    <- the MCP server (the product) — see its README + SPEC.md
│   └── site/      <- marketing site (stale; predates the lens direction)
└── package.json   <- npm workspaces root
npm install && npm run build && npm test

Links

License

MIT

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