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GameShipKit

Game palettes

palette
Read-only

Game colour palettes. action "list" shows the built-in palettes, "get" returns one (PICO-8, Sweetie 16, Endesga 32, Game Boy, NES style), "convert" turns pasted hex codes or a GIMP .gpl file into hex, gpl or json.

Input Schema

NameRequiredDescriptionDefault
nameNoPalette id for "get": pico-8, sweetie-16, endesga-32, gameboy, nes-like
actionYes
colorsNoFor "convert": hex codes or .gpl text
formatNohex

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observed

TDQS

A4.1/5.0
Behavior4/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

readOnlyHint=true already covers the safety profile, and the description stays consistent with it — every action is a read/transform. It adds real context beyond the annotations: that the palettes are a fixed built-in set (so no arbitrary palette ids exist) and that convert emits one of three concrete output formats, partly compensating for the absent output schema.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

One compact paragraph, front-loaded with the resource, then three tight action clauses. The inline action/description pairs are efficient, though the run-on structure with quoted action names mid-sentence reads slightly denser than necessary.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness4/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a 4-parameter, read-only, no-output-schema tool, the description covers the essentials: what each action does, what get can return, and what convert produces. The remaining gap is error/invalid-input behavior and the exact shape of a converted result, which is minor given the tool's simplicity.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 50%, so the baseline is 3, and the description roughly meets that bar: it names the concrete palettes behind the opaque ids (pico-8, sweetie-16, etc.), the accepted input forms for colors, and the output formats for format. However, it does not say what happens with an unknown name, whether the .gpl input must be a full file body, or how colors maps to format when defaults apply.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

States the resource (game colour palettes) and enumerates the three distinct operations it performs — list, get, convert — with concrete examples of each (PICO-8, Sweetie 16, GIMP .gpl). An agent can tell this apart from every listed sibling (app_ads_txt, search_tools, store_link, xp_curve), none of which touch palettes.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The mapping of each action value to an outcome effectively tells the agent which action to pick for a given need: list for discovery, get for a known palette, convert for transforming pasted data. There are no explicit exclusions or named alternatives, but no sibling overlaps in scope, so the implied routing is unambiguous.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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