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context-game

Vibe Blaster! Learn to manage an LLM's context window by blasting vibes in a turn-based pixel-art lane shooter.
Open repo on GitHub Open the demogithub.com/NTBooks/context-game
JavaScript · ★ 0 · 0 forks · entirely ailight humanbetagameeducation🤖 claude-code
listed 1 day ago by NTBooks · last checked 8 minutes ago · 🏆 #5 day 2026-09-10
created
2026-03-09 · pushed 1 day ago · 18 commits · 1 contributor
languages
JavaScript 98%HTML 2%
paperwork
readme 14% health
dependencies
no dependency graph (no manifest, or disabled) · OSV.dev, checked 1 day ago
launched
2026-09-10

Disclosures

slopbucket
gamevibe-coded
category
educationgame
ai_generated
entirely
human_touch
light
status
beta
built_with
claude-code
interface
web
frameworks
phaser
platforms
browsercloudflare
audience
developersend-users
data
none
domain
llm-contextteaching-games
tags
compactioncontext-windowhallucinationphaserpixel-artturn-based
language (detected)
htmljavascript

The pitch

Every shot you charge costs context. Sit in the 50–70% band and prompts hit hard; over-explain and you overkill, waste tokens and creep toward 85% where the hallucination effects kick in. Cross 95% and the window compacts: enemies jump forward and permanent sludge fills the bottom of the bar. Split the work to a ghost tank, heal, rewind, or end your turn and let the wave advance.

All sprites, shaders and sound are generated at boot. The scripts/ folder holds the image-generation helpers used to draft the art.

README — the repo's own words, folded up so the grading fits on one screen

Vibe Blaster!

Learn how to manage your LLM context by blasting vibes.

Play it: https://contextgame.dsoul.org

Vibe Blaster!

A turn-based pixel-art lane shooter built with Phaser 3. You are a tank defending the codebase. Enemies (bugs, vibes, and the occasional boss) step down three lanes toward the fortress. Every prompt you fire is charged by hand, and every charge spends context.

The mechanic

  • Context window replaces heat. The system prompt permanently occupies the bottom 20%.
  • Charge a shot and stop inside the drifting perfect zone for a damage bonus. The zone moves and changes width every shot.
  • Stay in the 50–70% band. That is the optimal range.
  • Overkill (killing something with 2x its remaining HP) wastes context, because over-explaining a simple task is expensive.
  • 85% and hallucination effects start.
  • 95% triggers compaction: enemies jump forward two steps and permanent sludge fills the bottom of the bar.
  • Abilities: split the work to a ghost tank, heal, rewind, charge, cost tricks. Buy them in the shop between waves.
  • End turn and the wave advances.

Touch controls work on phones.

Run locally

It is a static site. Serve the folder with anything:

npx serve .

Phaser is loaded from a CDN. All sprites, shaders and sound are generated programmatically at boot; the assets/ folder holds the skill icons and logos/ the branding.

The scripts/ folder contains the AI image-generation helpers used while drafting the art (npm run gen, gen-bg, rm-bg). They are not needed to play.

Slop disclosure

This repo is listed on SlopScore. See slopscore.md for the AI-generation disclosure.

Read the rest on GitHub

Scan report · 2026-09-11
  • Prohibited terms or links
  • Repository eligibility
  • slopscore.md paperwork
  • Content policy
  • Risk review

2 versions of slopscore.md seen; last change 1 day ago.

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