Learn how to manage your LLM context by blasting vibes.
Play it: https://contextgame.dsoul.org
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.
- 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.
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.
This repo is listed on SlopScore. See slopscore.md for the AI-generation disclosure.


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