bullet-heaven.ahraz.me
An agent-ready bullet hell maker built with Phaser and WebMCP.
First seen 2026-11-05 · Last seen 2026-11-05 · Source: webmcp.com
Answer 4 · Act 15 · Transact 1 · Score: Not yet scored
Tool inspector
analyze_replays
Replays recordings through the simulation and measures how the player behaved: reaction latency, direction changes per second, focus and firing fractions, aim error, dodge margin, and wall distance. This is also how you find out what beat the person. Each entry in 'perReplay' carries 'diagnostics': per-wave hitsTaken, closestCall and peakEnemyProjectiles showing where that run was under pressure, and 'fatalThreat' naming the waveId, emitterId and patternId of the shot that ended it. 'fatalThreats' tallies those across every recording analysed, most frequent first. Read it before editing a wave the person keeps dying in: it names the pattern to change, so you can edit one emitter and measure the result instead of easing every pattern in the wave at once. These come from rerunning the recording, so recordings made before this existed report them too. Also returns suggestedProfile. In that profile, reactionSeconds and aimErrorRadians are measured directly and should be trusted as given; switchMargin, focusBias and wallWeight are only heuristic seeds that no measurement pins down, so tune those with calibrate_pilot and minimise its fitError rather than recomputing the measured values. Reaction latency above 0.6s cannot be measured and is reported as null with reactionSamples 0. Read-only.
Page: /editor
Input schema
| Property | Type | Required | Description |
|---|---|---|---|
replayIds |
array | no | Recordings to measure; defaults to every human session. |
Raw JSON schema
{
"type": "object",
"properties": {
"replayIds": {
"minItems": 1,
"maxItems": 20,
"type": "array",
"items": {
"type": "string",
"minLength": 1
},
"description": "Recordings to measure; defaults to every human session."
}
},
"additionalProperties": false
}
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