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Gomo Sounds

New folder

create_folder

Creates a folder (free name) in the game, to GROUP several entities (Enemies, Items) or, in Ambience and Interface, sounds by place or screen. Never a folder for a single thing like the player: that is an entity (create_entity). inside a tab (section) or inside another folder (parent_id), optionally already holding entities. Every tab takes subfolders: ambience by place (Forest, Cave), interface by screen (Menus, HUD) and effects by kind of thing (Units, Weapons). A small game keeps ambience and interface events straight in the tab, without subfolders.

Tool call template

Replace each placeholder with a value matching the input schema. Only required parameters are included; add optional parameters as needed.

{
  "id": 1,
  "jsonrpc": "2.0",
  "method": "tools/call",
  "params": {
    "arguments": {
      "game_id": "<game_id>",
      "name": "<name>"
    },
    "name": "create_folder"
  }
}

Input Schema

NameRequiredDescriptionDefault
nameYes
game_idYes
sectionNoThe tab the folder goes in, at its root: ambience, effects (Sound effects), interface or music. Ignored with parent_id. Without both: effects.
parent_idNoParent folder (a subfolder of any tab). Without it, the folder goes at the root of section.
entity_idsNo

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observed

TDQS

B3.3/5.0
Behavior2/5

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

The only annotation is a title, so the description carries the full burden of behavioral disclosure. It explains the structural model (tab vs parent folder, optional initial entities) but says nothing about permissions, whether duplicate names are allowed, whether the folder gets an id back, error behavior, or the 500-entity cap. For a mutation tool with zero annotation coverage that is a substantial gap.

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

Conciseness3/5

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

The core instruction is front-loaded, but the text is bloated and repetitive, re-listing the tabs twice ('ambience by place (Forest, Cave), interface by screen (Menus, HUD)') and packing multiple clauses into run-on parentheticals. Roughly a third of the sentences could be cut without losing information.

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

Completeness3/5

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

For a 5-parameter mutation tool with no output schema and only a title annotation, the description covers the domain model adequately but leaves out return value, permissions, and validation behavior. It is usable but not complete for reliable invocation.

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 description coverage is only 40% (name, game_id and entity_ids are undocumented in the schema), and the description partially compensates: 'free name', 'in the game', and 'optionally already holding entities' for entity_ids. However, that compensation is vague – it never says entity_ids is a list of existing entity identifiers, gives no id format, and does not mention the 500-item limit.

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

Purpose4/5

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

The description opens with a concrete verb and resource ('Creates a folder ... in the game, to GROUP several entities') and explicitly carves out the boundary with the sibling create_entity ('Never a folder for a single thing like the player: that is an entity'). The purpose is therefore distinguishable without opening a schema, though the rambling parenthetical examples dilute the opening statement.

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?

It gives real when-to-use guidance: subfolders for ambience by place and interface by screen, and explicitly when NOT to bother ('A small game keeps ambience and interface events straight in the tab, without subfolders'), plus the negative case that a single thing belongs in create_entity. It stops short of pointing to siblings for other operations such as listing or moving entities into folders.

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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