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Gomo Sounds

List games

list_games
Read-only

The account's games and projects (kind: game or project; a project is the same thing for anything that is not a game) with how much is in each (entities, events and generated sounds; a game can have every sound in folder events and no entity), the credit balance and the prices: account.creditsPerSecond for sounds, account.music.creditsPerMinute per quality level for tracks (cost = seconds × that ÷ 60, rounded up). Each game has its page on the site (url): when you mention a game, give the user its link.

Tool call template

This tool declares no required parameters. Add optional parameters from the input schema as needed.

{
  "id": 1,
  "jsonrpc": "2.0",
  "method": "tools/call",
  "params": {
    "arguments": {},
    "name": "list_games"
  }
}

Input Schema

NameRequiredDescriptionDefault

No arguments

Output Schema

NameRequiredDescriptionDefault
gamesYes
accountYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observed

TDQS

A3.7/5.0
Behavior4/5

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

readOnlyHint=true already establishes the safety profile, so the description earns credit for adding behavior beyond annotations: it discloses the returned fields (entity/event/generated-sound counts, credit balance, prices) and the exact pricing rule ('cost = seconds × that ÷ 60, rounded up'), plus the presence of a per-game site URL. The caveat that 'a game can have every sound in folder events and no entity' warns about a non-obvious counting edge case. It does not describe ordering, pagination, or empty-account behavior.

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?

It is a single dense run-on sentence built from nested parentheses, which makes the pricing clause and the entity/event caveat hard to parse on first read. The core subject is front-loaded correctly and little is pure filler, but the 'a game can have every sound in folder events and no entity' aside is ambiguously worded. Splitting into two or three short sentences would preserve all the information with far better scanability.

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?

With an output schema present the description need not restate return shape, yet it still usefully summarizes the payload categories and the credit/pricing semantics that an agent would otherwise have to derive. Annotations cover safety and there are no parameters, so the remaining burden is light. Minor omissions like result ordering or behavior on an account with no games keep it from a 5.

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

Parameters4/5

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

The tool takes zero parameters, so the baseline of 4 applies and there is nothing for the description to compensate for. No parameter-level meaning is needed or missing.

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?

Opens with a specific verb and resource ('The account's games and projects') and immediately disambiguates the terminology ('kind: game or project; a project is the same thing for anything that is not a game'). It also enumerates what each entry contains, so an agent knows this is an inventory listing rather than a detail fetch. It never contrasts itself with siblings such as get_game or list_folders, so it stops short of full sibling differentiation.

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

Usage Guidelines3/5

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

There is no explicit when-to-use/when-not-to-use guidance and no named alternative (e.g., get_game for a single game's details), so selection must be inferred from the zero-parameter signature and the 'account's games' framing. The one actionable directive present — 'when you mention a game, give the user its link' — governs how to present results, not when to call the tool. Usage is implied rather than stated.

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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