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Glama

Save application form fields

update_application_form
Destructive

Save form fields of a game. Partial save: a field you leave out keeps its value; enum arrays are replaced whole. Does not submit anything to moderation.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
linkNoWhere the game is already published elsewhere, if it is. Moderation uses it to confirm the game is authentic; an empty string clears it.
agentNoThe coding agent the game was made with: claude-code (Claude Code), codex (Codex), cursor (Cursor), antigravity (Google Antigravity), opencode (OpenCode), gemini-cli (Gemini CLI), kimi-code (Kimi Code Agent), grok-build (Grok Build), workbuddy (WorkBuddy), zcode (ZCode), claude-app (Claude app (chat / Desktop)), chatgpt (ChatGPT (chat)), other (Other), none (No AI agent)
modelNoThe model behind that agent: claude-fable (Claude Fable), claude-opus (Claude Opus), claude-sonnet (Claude Sonnet), claude-haiku (Claude Haiku), openai-astra (OpenAI Astra), openai-sol (OpenAI Sol), openai-luna (OpenAI Luna), openai-terra (OpenAI Terra), gemini-pro (Gemini Pro), gemini-flash (Gemini Flash), grok (Grok), kimi (Kimi), qwen (Qwen), deepseek (DeepSeek), glm (GLM), other (Other)
storyNoThe developer’s note to players about the game, 150 to 900 characters, 2 to 6 sentences. One plain line on what the game is, then one or two real things from making it: where the idea came from, a mechanic that took a few tries, something that surprised you, what got cut. Not a store description: no selling, no feature lists, don’t repeat `description`. End with a concrete question a player can answer after one round (is the third level too mean?), not "let me know what you think". Optional, but it is what gets players talking: write it before the game’s first sandbox publication and whenever get_application shows `story` empty; rewrite it only when the game itself changed. Always write it in English, even when you talk to the developer in another language: translate, don’t switch. Write as the developer posting in the game’s chat, not as an announcement: first person, short sentences, contractions, plain words, one or two short paragraphs. Plain text only: no headings, lists, markdown, links, e-mail addresses or hashtags, and one emoji at most. Avoid ad words and AI tells: immersive, dive into, embark, journey, unleash, elevate, seamless, thrilling, "whether you’re…", "not just X but Y", lists of three, em dashes. Don’t open with the game’s title, "Welcome to" or "Hey everyone". Use only what you know from the game and from building it; never invent a backstory, feelings or numbers. Non-Latin letters and links are refused: fix the text or leave it out, and never let it block the rest of the call.
titleNoThe game’s title in English — Latin letters, digits, spaces and punctuation, up to 120 characters. Shown to players and moderators as-is.
engineNoThe engine the game was built with: unity (Unity), construct3 (Construct 3), cocos-creator (Cocos Creator), defold (Defold), godot (Godot), gdevelop (GDevelop), game_maker (Game Maker), scratch (Scratch), js (plain JavaScript, no engine)
socialNoThe game has social sharing or social interactions.
modelIdNoThe exact model behind that agent, as your runtime names it, e.g. claude-opus-5-5 or anthropic/claude-opus-5.5. Stored lowercased, without the vendor prefix or a :variant suffix. When the id names a known family, that family is stored as model, over the one sent.
categoryNoThe game’s category, by its core mechanic — what the player spends most of the time doing, not its theme. Before setting or changing it, read get_game_categories: what each value means, which games are like it and which are not, and how to choose between two. Never guess from the title.
isVerticalNoThe game supports portrait orientation. Submitting a game that supports ANDROID or IOS needs at least one of isHorizontal and isVertical.
descriptionNoA short description of the game: the main idea, the genre and what makes it unique. Submitting needs at least 100 characters; a shorter draft still saves.
multiplayerNoThe game has multiplayer. Turning it on is refused (403 MODERATION_UNAVAILABLE) while get_submission_state answers `catalogAvailable: false`. Turning it off is always accepted.
isHorizontalNoThe game supports landscape orientation. Submitting a game that supports ANDROID or IOS needs at least one of isHorizontal and isVertical.
leaderboardsNoThe game has leaderboards — a feature declared on the form. The leaderboards themselves are configured with list_leaderboards and create_leaderboard.
applicationIdYesApplication (game) id, as returned by list_applications
howToPlayTextNoThe main objectives, how to win and the primary control keys. Submitting needs at least 100 characters; a shorter draft still saves.
supportedDevicesNoThe devices the game supports. Replaced whole. Submitting needs at least one. Submitting a game that supports ANDROID or IOS needs at least one of isHorizontal and isVertical.
excludedPlatformsNoPartner platforms the game must not be distributed on. Replaced whole; an empty list excludes none.
supportedLanguagesNoThe languages the game is localized into. Replaced whole. Submitting needs at least one.
distributeEverywhereNoPlaygama may distribute the game on any partner platform where it is not already published.

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed1 schema field changed
    • changedInput schema / properties / category / description
      Previous value: -"The game’s category, by its core mechanic — what the player spends most of the time doing. Theme and setting (zombies, space, animals) don’t decide it; a game built on fear is horror whatever its mechanic. Each value below says what the category is, which games are like it and which are not, with the category those belong to (→). If two fit, check their “Not like”; if both still fit, take the one listed first.\nstrategy (Strategy): The player plans and manages resources, troops or territory; long-term decisions matter more than reflexes. Like: tower defense, real-time strategy, city-building and war strategy, auto-battlers — Bloons TD, Kingdom Rush, Plants vs Zombies, Age of War. Not like: territory capture in .io format (State.io) → .io; a business with customers and income → Management.\nfirst-person-shooter (First-person shooter): The player sees through the character’s eyes and spends almost all the time firing guns. Like: online shooters and first-person arenas in the spirit of Counter-Strike — Krunker, Bullet Force, Venge.io. Not like: a sniper with a scope, top-down or third-person view, archery → Shooting.\nmatching (Matching / Sorting): Items disappear from the board when the player matches identical ones or clears their way out. The goal is to clear the board or put everything in its place. Like: match-3, mahjong, bubble shooter, sorting into tubes, “clear the way” (parking jams, screws) — Candy Crush, Mahjong Solitaire, Zuma, Water Sort, Parking Jam. Not like: identical items merge into a bigger one → Merge; blocks fill lines → Tetris-like; a logic puzzle with a single solution (sudoku, jigsaw) → Puzzle.\nmerge (Merge): Two identical items combine into one of the next level — on a grid, as they fall, or as numbers. Like: merge-2, physics merge, number merge — 2048, Suika Game, Merge Dragons. Not like: match-3 where identical items disappear → Matching / Sorting; tower defense with towers built by merging → Strategy.\ntetris (Tetris-like): The player places blocks on a grid, and a completed line disappears. Whether the blocks fall on their own or are placed by hand doesn’t matter. Like: falling pieces, block puzzles on a grid — Tetris, Block Blast, Wood Block Puzzle, 10x10. Not like: match-3 and “clear the way” → Matching / Sorting; fitting shapes without clearing lines → Puzzle.\nhidden-object (Hidden object): The player searches for items in a detailed picture — from a list or by silhouettes. Like: hidden object, seek and find — June’s Journey. Not like: a story-driven quest where searching is secondary → Adventure; spot the difference → Puzzle.\nragdoll (Ragdoll): The game is built on ragdoll physics: the character is thrown, dropped and broken, usually for maximum damage. Like: dismount games — Stickman Dismount, Turbo Dismount, Mutilate a Doll. Not like: a ragdoll sandbox where damage isn’t the goal (Melon Playground) → Simulation; a duel where the fight is the point → Action.\nrunner (Runner): The character runs on its own, and something grows along the way: a crowd, a number or a weapon. There are upgrades between levels. Like: crowd runners with multiplier gates (×2, +10) — Count Masters, Join Clash, Money Rush. Not like: reflex running where nothing grows (Subway Surfers, Geometry Dash) → Arcade; Roblox-style 3D parkour → Obby.\nbike (Bike): Two-wheelers where balance is everything: leaning, wheelies, riding over obstacles. Like: motocross, trials — Moto X3M, Bike Race. Not like: a motorcycle race where balance doesn’t matter → Driving.\nmanagement (Management): The game revolves around a venue or a business: customers, orders, revenue, upgrades. Like: serving customers against the clock in a café, restaurant or shop; tycoons with passive income — Diner Dash, Supermarket Simulator, My Cafe, Idle Miner Tycoon. Not like: a clicker with no business or buildings → Idle / Clicker; cooking a dish step by step → Simulation; a Roblox-style tycoon → Obby.\nio (.io): Instant join and a quick match in a shared arena where the player grows, eats others or captures territory. Like: snakes, cells, territory capture — Slither.io, Agar.io, Paper.io. Not like: a shooter with “.io” in its name (Venge.io) → First-person shooter or Shooting.\nhorror (Horror): The game is built on fear: monsters, dark locations, the player hides, runs away and survives. A horror game stays in this category whatever its mechanic. Like: escaping a monster, night shifts, scary quests — Five Nights at Freddy’s, Granny, Ice Scream. Not like: a zombie shooter where shooting is the main thing → Shooting.\nobby (Obby): Roblox-style 3D parkour: the player runs and jumps over obstacles to the finish or the top of a tower. Like: obby escapes, towers, “simulators” and tycoons in Roblox style — Tower of Hell, Escape Prison Obby, Speed Run 4. Not like: a 2D platformer or a reflex runner → Arcade; a runner where a crowd grows → Runner.\nshooting (Shooting): Aiming and shooting is the main way to win; the weapon is a gun or a bow. Like: third-person and top-down shooters, archery, sniper games — Sniper 3D, Stickman Archer. Not like: first-person view with constant fire → First-person shooter; auto-shooting at waves of enemies (Vampire Survivors) → Action; Bubble Shooter and Zuma → Matching / Sorting.\nidle (Idle / Clicker): A resource piles up from taps and automatic income, including while the player is away. Like: clickers, evolution clickers — Cookie Clicker, Hamster Kombat, Capybara Clicker. Not like: a business with buildings or a venue with customers → Management.\nsports (Sports): A real sport with its rules, field and score, including simplified arcade versions. Like: soccer, basketball, golf, pool, tennis, bowling, boxing — 8 Ball Pool, Golf Orbit, Basketball Stars. Not like: a brawl without a ring or rules → Action; racing → Driving.\ndrawing (Drawing / Coloring): The main action is drawing or coloring. Like: coloring books, color by number, pixel art, free drawing — Paint by Numbers, Draw Something. Not like: drawing as a way to beat a level (draw a bridge) → Puzzle; makeup and dress-up → Beauty / Dress-up.\nboard (Board games): A classic board game that people know offline too: a board, pieces or dice, turns by the rules. Like: chess, checkers, backgammon, dominoes, ludo, tic-tac-toe. Not like: mahjong → Matching / Sorting; card games → Cards.\npuzzle (Puzzle): A logic problem solved by thinking, not speed. Logic games that have no category of their own also go here. Like: sudoku, jigsaw puzzles, nonograms, connect the dots, spot the difference, memory games — Sudoku, Jigsaw, Minesweeper, Flow Free, Cut the Rope. Not like: items disappear → Matching / Sorting; merge into a bigger one → Merge; fill lines → Tetris-like; word games → Words.\nsimulation (Simulation): The game imitates a real-life process or offers a free sandbox; progress comes through tasks, not high scores or defeating enemies. Like: life sims, farm, doctor and pet sims, step-by-step cooking, physics sandboxes — The Sims, BitLife, Hay Day, Cooking Mama, Melon Playground. Not like: a venue with customers or a business → Management; dress-up and dollhouses (Toca Boca) → Beauty / Dress-up; driving sims → Driving.\ndriving (Driving): The player controls a vehicle and can speed up and brake. Like: racing, drifting, traffic racers, parking, stunts, driving sims, crash tests — Asphalt, Traffic Racer, Truck Simulator. Not like: balancing on two wheels → Bike; the vehicle moves on its own and the player only dodges → Arcade or Runner.\narcade (Arcade): A simple game of reflexes and timing: one-button or swipe controls, short attempts, progress is a high score. Like: platformers, reflex runners, brick breakers, stackers, rhythm games — Flappy Bird, Subway Surfers, Chrome Dino, Geometry Dash, Angry Birds. Not like: a runner where a crowd or a number grows → Runner; Roblox-style 3D parkour → Obby; fighting or shooting as the main action → Action or Shooting.\naction (Action): The main action is fighting enemies: hits, combos, blocks, health bars. Like: fighting games and one-on-one duels, beat ’em ups, surviving waves of enemies with auto-shooting — Vampire Survivors, Brotato, Supreme Duelist. Not like: shooting as the main way to win → Shooting or First-person shooter; boxing in a ring → Sports; the goal is breaking a doll → Ragdoll.\nadventure (Adventure): The game follows a story: locations, dialogue, inventory items; action isn’t the point. Like: quests, point-and-click, visual novels, escape rooms with a story — Cube Escape. Not like: horror → Horror; finding items in a picture → Hidden object; a puzzle room with no story → Puzzle.\nwords (Words): Letters and words are the game’s main material: players build, find, guess or type them. Like: word guessing, crosswords, word search, anagrams — Wordle, Scrabble, Word Search. Not like: questions and answers with no letter play → Quiz.\nquiz (Quiz): The player is asked a question — as text, a picture or a sound — and picks or types the answer. Like: trivia, guess the flag or logo, personality tests — Who Wants to Be a Millionaire, Guess the Flag. Not like: word and letter games → Words.\ncards (Cards): A well-known card game where playing cards are the main element. Like: solitaire, poker, blackjack, durak — Solitaire, Klondike, UNO. Not like: Mahjong Solitaire → Matching / Sorting.\nbeauty-games (Beauty / Dress-up): The player dresses up, does makeup and hair, crafts or decorates — usually following a sample and using a ready-made set. Like: dress-up, makeup, salons, crafts, cake decorating, dollhouses — Dress to Impress, Toca Boca, Avatar World, Hair Salon. Not like: a physics sandbox (Melon Playground) → Simulation; running a restaurant → Management; coloring books → Drawing / Coloring."New value: +"The game’s category, by its core mechanic — what the player spends most of the time doing, not its theme. Before setting or changing it, read get_game_categories: what each value means, which games are like it and which are not, and how to choose between two. Never guess from the title."
  2. Changed1 schema field changed
    • addedInput schema / properties / category
      Added value: +{
      +  "description": "The game’s category, by its core mechanic — what the player spends most of the time doing. Theme and setting (zombies, space, animals) don’t decide it; a game built on fear is horror whatever its mechanic. Each value below says what the category is, which games are like it and which are not, with the category those belong to (→). If two fit, check their “Not like”; if both still fit, take the one listed first.\nstrategy (Strategy): The player plans and manages resources, troops or territory; long-term decisions matter more than reflexes. Like: tower defense, real-time strategy, city-building and war strategy, auto-battlers — Bloons TD, Kingdom Rush, Plants vs Zombies, Age of War. Not like: territory capture in .io format (State.io) → .io; a business with customers and income → Management.\nfirst-person-shooter (First-person shooter): The player sees through the character’s eyes and spends almost all the time firing guns. Like: online shooters and first-person arenas in the spirit of Counter-Strike — Krunker, Bullet Force, Venge.io. Not like: a sniper with a scope, top-down or third-person view, archery → Shooting.\nmatching (Matching / Sorting): Items disappear from the board when the player matches identical ones or clears their way out. The goal is to clear the board or put everything in its place. Like: match-3, mahjong, bubble shooter, sorting into tubes, “clear the way” (parking jams, screws) — Candy Crush, Mahjong Solitaire, Zuma, Water Sort, Parking Jam. Not like: identical items merge into a bigger one → Merge; blocks fill lines → Tetris-like; a logic puzzle with a single solution (sudoku, jigsaw) → Puzzle.\nmerge (Merge): Two identical items combine into one of the next level — on a grid, as they fall, or as numbers. Like: merge-2, physics merge, number merge — 2048, Suika Game, Merge Dragons. Not like: match-3 where identical items disappear → Matching / Sorting; tower defense with towers built by merging → Strategy.\ntetris (Tetris-like): The player places blocks on a grid, and a completed line disappears. Whether the blocks fall on their own or are placed by hand doesn’t matter. Like: falling pieces, block puzzles on a grid — Tetris, Block Blast, Wood Block Puzzle, 10x10. Not like: match-3 and “clear the way” → Matching / Sorting; fitting shapes without clearing lines → Puzzle.\nhidden-object (Hidden object): The player searches for items in a detailed picture — from a list or by silhouettes. Like: hidden object, seek and find — June’s Journey. Not like: a story-driven quest where searching is secondary → Adventure; spot the difference → Puzzle.\nragdoll (Ragdoll): The game is built on ragdoll physics: the character is thrown, dropped and broken, usually for maximum damage. Like: dismount games — Stickman Dismount, Turbo Dismount, Mutilate a Doll. Not like: a ragdoll sandbox where damage isn’t the goal (Melon Playground) → Simulation; a duel where the fight is the point → Action.\nrunner (Runner): The character runs on its own, and something grows along the way: a crowd, a number or a weapon. There are upgrades between levels. Like: crowd runners with multiplier gates (×2, +10) — Count Masters, Join Clash, Money Rush. Not like: reflex running where nothing grows (Subway Surfers, Geometry Dash) → Arcade; Roblox-style 3D parkour → Obby.\nbike (Bike): Two-wheelers where balance is everything: leaning, wheelies, riding over obstacles. Like: motocross, trials — Moto X3M, Bike Race. Not like: a motorcycle race where balance doesn’t matter → Driving.\nmanagement (Management): The game revolves around a venue or a business: customers, orders, revenue, upgrades. Like: serving customers against the clock in a café, restaurant or shop; tycoons with passive income — Diner Dash, Supermarket Simulator, My Cafe, Idle Miner Tycoon. Not like: a clicker with no business or buildings → Idle / Clicker; cooking a dish step by step → Simulation; a Roblox-style tycoon → Obby.\nio (.io): Instant join and a quick match in a shared arena where the player grows, eats others or captures territory. Like: snakes, cells, territory capture — Slither.io, Agar.io, Paper.io. Not like: a shooter with “.io” in its name (Venge.io) → First-person shooter or Shooting.\nhorror (Horror): The game is built on fear: monsters, dark locations, the player hides, runs away and survives. A horror game stays in this category whatever its mechanic. Like: escaping a monster, night shifts, scary quests — Five Nights at Freddy’s, Granny, Ice Scream. Not like: a zombie shooter where shooting is the main thing → Shooting.\nobby (Obby): Roblox-style 3D parkour: the player runs and jumps over obstacles to the finish or the top of a tower. Like: obby escapes, towers, “simulators” and tycoons in Roblox style — Tower of Hell, Escape Prison Obby, Speed Run 4. Not like: a 2D platformer or a reflex runner → Arcade; a runner where a crowd grows → Runner.\nshooting (Shooting): Aiming and shooting is the main way to win; the weapon is a gun or a bow. Like: third-person and top-down shooters, archery, sniper games — Sniper 3D, Stickman Archer. Not like: first-person view with constant fire → First-person shooter; auto-shooting at waves of enemies (Vampire Survivors) → Action; Bubble Shooter and Zuma → Matching / Sorting.\nidle (Idle / Clicker): A resource piles up from taps and automatic income, including while the player is away. Like: clickers, evolution clickers — Cookie Clicker, Hamster Kombat, Capybara Clicker. Not like: a business with buildings or a venue with customers → Management.\nsports (Sports): A real sport with its rules, field and score, including simplified arcade versions. Like: soccer, basketball, golf, pool, tennis, bowling, boxing — 8 Ball Pool, Golf Orbit, Basketball Stars. Not like: a brawl without a ring or rules → Action; racing → Driving.\ndrawing (Drawing / Coloring): The main action is drawing or coloring. Like: coloring books, color by number, pixel art, free drawing — Paint by Numbers, Draw Something. Not like: drawing as a way to beat a level (draw a bridge) → Puzzle; makeup and dress-up → Beauty / Dress-up.\nboard (Board games): A classic board game that people know offline too: a board, pieces or dice, turns by the rules. Like: chess, checkers, backgammon, dominoes, ludo, tic-tac-toe. Not like: mahjong → Matching / Sorting; card games → Cards.\npuzzle (Puzzle): A logic problem solved by thinking, not speed. Logic games that have no category of their own also go here. Like: sudoku, jigsaw puzzles, nonograms, connect the dots, spot the difference, memory games — Sudoku, Jigsaw, Minesweeper, Flow Free, Cut the Rope. Not like: items disappear → Matching / Sorting; merge into a bigger one → Merge; fill lines → Tetris-like; word games → Words.\nsimulation (Simulation): The game imitates a real-life process or offers a free sandbox; progress comes through tasks, not high scores or defeating enemies. Like: life sims, farm, doctor and pet sims, step-by-step cooking, physics sandboxes — The Sims, BitLife, Hay Day, Cooking Mama, Melon Playground. Not like: a venue with customers or a business → Management; dress-up and dollhouses (Toca Boca) → Beauty / Dress-up; driving sims → Driving.\ndriving (Driving): The player controls a vehicle and can speed up and brake. Like: racing, drifting, traffic racers, parking, stunts, driving sims, crash tests — Asphalt, Traffic Racer, Truck Simulator. Not like: balancing on two wheels → Bike; the vehicle moves on its own and the player only dodges → Arcade or Runner.\narcade (Arcade): A simple game of reflexes and timing: one-button or swipe controls, short attempts, progress is a high score. Like: platformers, reflex runners, brick breakers, stackers, rhythm games — Flappy Bird, Subway Surfers, Chrome Dino, Geometry Dash, Angry Birds. Not like: a runner where a crowd or a number grows → Runner; Roblox-style 3D parkour → Obby; fighting or shooting as the main action → Action or Shooting.\naction (Action): The main action is fighting enemies: hits, combos, blocks, health bars. Like: fighting games and one-on-one duels, beat ’em ups, surviving waves of enemies with auto-shooting — Vampire Survivors, Brotato, Supreme Duelist. Not like: shooting as the main way to win → Shooting or First-person shooter; boxing in a ring → Sports; the goal is breaking a doll → Ragdoll.\nadventure (Adventure): The game follows a story: locations, dialogue, inventory items; action isn’t the point. Like: quests, point-and-click, visual novels, escape rooms with a story — Cube Escape. Not like: horror → Horror; finding items in a picture → Hidden object; a puzzle room with no story → Puzzle.\nwords (Words): Letters and words are the game’s main material: players build, find, guess or type them. Like: word guessing, crosswords, word search, anagrams — Wordle, Scrabble, Word Search. Not like: questions and answers with no letter play → Quiz.\nquiz (Quiz): The player is asked a question — as text, a picture or a sound — and picks or types the answer. Like: trivia, guess the flag or logo, personality tests — Who Wants to Be a Millionaire, Guess the Flag. Not like: word and letter games → Words.\ncards (Cards): A well-known card game where playing cards are the main element. Like: solitaire, poker, blackjack, durak — Solitaire, Klondike, UNO. Not like: Mahjong Solitaire → Matching / Sorting.\nbeauty-games (Beauty / Dress-up): The player dresses up, does makeup and hair, crafts or decorates — usually following a sample and using a ready-made set. Like: dress-up, makeup, salons, crafts, cake decorating, dollhouses — Dress to Impress, Toca Boca, Avatar World, Hair Salon. Not like: a physics sandbox (Melon Playground) → Simulation; running a restaurant → Management; coloring books → Drawing / Coloring.",
      +  "enum": [
      +    "strategy",
      +    "first-person-shooter",
      +    "matching",
      +    "merge",
      +    "tetris",
      +    "hidden-object",
      +    "ragdoll",
      +    "runner",
      +    "bike",
      +    "management",
      +    "io",
      +    "horror",
      +    "obby",
      +    "shooting",
      +    "idle",
      +    "sports",
      +    "drawing",
      +    "board",
      +    "puzzle",
      +    "simulation",
      +    "driving",
      +    "arcade",
      +    "action",
      +    "adventure",
      +    "words",
      +    "quiz",
      +    "cards",
      +    "beauty-games"
      +  ],
      +  "type": "string"
      +}
  3. Changed1 schema field changed
    • changedInput schema / properties / modelId / description
      Previous value: -"The exact model behind that agent, as your runtime names it, e.g. claude-opus-5-5 or anthropic/claude-opus-5.5. Stored lowercased, without the vendor prefix or a :variant suffix. A game with no model yet gets the family of this id when the id names a known one."New value: +"The exact model behind that agent, as your runtime names it, e.g. claude-opus-5-5 or anthropic/claude-opus-5.5. Stored lowercased, without the vendor prefix or a :variant suffix. When the id names a known family, that family is stored as model, over the one sent."
  4. Changed1 schema field changed
    • addedInput schema / properties / modelId
      Added value: +{
      +  "description": "The exact model behind that agent, as your runtime names it, e.g. claude-opus-5-5 or anthropic/claude-opus-5.5. Stored lowercased, without the vendor prefix or a :variant suffix. A game with no model yet gets the family of this id when the id names a known one.",
      +  "maxLength": 100,
      +  "type": "string"
      +}
  5. Changed1 schema field changed
    • changedInput schema / properties / multiplayer / description
      Previous value: -"The game has multiplayer."New value: +"The game has multiplayer. Turning it on is refused (403 MODERATION_UNAVAILABLE) while get_submission_state answers `catalogAvailable: false`. Turning it off is always accepted."
  6. Changed1 schema field changed
    • addedInput schema / properties / story
      Added value: +{
      +  "description": "The developer’s note to players about the game, 150 to 900 characters, 2 to 6 sentences. One plain line on what the game is, then one or two real things from making it: where the idea came from, a mechanic that took a few tries, something that surprised you, what got cut. Not a store description: no selling, no feature lists, don’t repeat `description`. End with a concrete question a player can answer after one round (is the third level too mean?), not \"let me know what you think\". Optional, but it is what gets players talking: write it before the game’s first sandbox publication and whenever get_application shows `story` empty; rewrite it only when the game itself changed. Always write it in English, even when you talk to the developer in another language: translate, don’t switch. Write as the developer posting in the game’s chat, not as an announcement: first person, short sentences, contractions, plain words, one or two short paragraphs. Plain text only: no headings, lists, markdown, links, e-mail addresses or hashtags, and one emoji at most. Avoid ad words and AI tells: immersive, dive into, embark, journey, unleash, elevate, seamless, thrilling, \"whether you’re…\", \"not just X but Y\", lists of three, em dashes. Don’t open with the game’s title, \"Welcome to\" or \"Hey everyone\". Use only what you know from the game and from building it; never invent a backstory, feelings or numbers. Non-Latin letters and links are refused: fix the text or leave it out, and never let it block the rest of the call.",
      +  "maxLength": 900,
      +  "minLength": 150,
      +  "type": "string"
      +}
  7. Changed1 schema field changed
    • changedInput schema / properties / excludedPlatforms / items / enum
      Previous value: -[
      -  "YANDEX",
      -  "VKPLAY",
      -  "VK",
      -  "CRAZY",
      -  "OK",
      -  "GD",
      -  "SUCCESS_GROUP",
      -  "CLICK_JOGOS",
      -  "PLAYDECK",
      -  "WORTAL",
      -  "PLAYGAMA",
      -  "LAGGED",
      -  "Y8",
      -  "MSN",
      -  "FACEBOOK",
      -  "HUAWEI",
      -  "DISCORD",
      -  "JIOGAMES",
      -  "YOUTUBE",
      -  "XIAOMI",
      -  "GOOGLE_PLAY",
      -  "AMAZON_STORE",
      -  "MS_STORE",
      -  "BITQUEST",
      -  "QA_TOOL",
      -  "TIKTOK",
      -  "SAMSUNG",
      -  "GAMESNACKS",
      -  "REDDIT"
      -]New value: +[
      +  "DISCORD",
      +  "FACEBOOK",
      +  "GD",
      +  "HUAWEI",
      +  "LAGGED",
      +  "MSN",
      +  "Y8",
      +  "YANDEX",
      +  "YOUTUBE",
      +  "BITQUEST",
      +  "XIAOMI",
      +  "GOOGLE_PLAY",
      +  "MS_STORE"
      +]
  8. Changed4 schema fields changed
    • changedInput schema / properties / agent / description
      Previous value: -"The coding agent the game was made with: claude-code (Claude Code), codex (Codex), cursor (Cursor), kimi-code (Kimi Code Agent), grok-build (Grok Build), workbuddy (WorkBuddy), other (Other), none (No AI agent)"New value: +"The coding agent the game was made with: claude-code (Claude Code), codex (Codex), cursor (Cursor), antigravity (Google Antigravity), opencode (OpenCode), gemini-cli (Gemini CLI), kimi-code (Kimi Code Agent), grok-build (Grok Build), workbuddy (WorkBuddy), zcode (ZCode), claude-app (Claude app (chat / Desktop)), chatgpt (ChatGPT (chat)), other (Other), none (No AI agent)"
    • changedInput schema / properties / agent / enum
      Previous value: -[
      -  "claude-code",
      -  "codex",
      -  "cursor",
      -  "kimi-code",
      -  "grok-build",
      -  "workbuddy",
      -  "other",
      -  "none"
      -]New value: +[
      +  "claude-code",
      +  "codex",
      +  "cursor",
      +  "antigravity",
      +  "opencode",
      +  "gemini-cli",
      +  "kimi-code",
      +  "grok-build",
      +  "workbuddy",
      +  "zcode",
      +  "claude-app",
      +  "chatgpt",
      +  "other",
      +  "none"
      +]
    • changedInput schema / properties / model / description
      Previous value: -"The model behind that agent: claude-fable (Claude Fable), claude-opus (Claude Opus), claude-sonnet (Claude Sonnet), claude-haiku (Claude Haiku), openai-astra (OpenAI Astra), openai-sol (OpenAI Sol), openai-luna (OpenAI Luna), openai-terra (OpenAI Terra), grok (Grok), kimi (Kimi), other (Other)"New value: +"The model behind that agent: claude-fable (Claude Fable), claude-opus (Claude Opus), claude-sonnet (Claude Sonnet), claude-haiku (Claude Haiku), openai-astra (OpenAI Astra), openai-sol (OpenAI Sol), openai-luna (OpenAI Luna), openai-terra (OpenAI Terra), gemini-pro (Gemini Pro), gemini-flash (Gemini Flash), grok (Grok), kimi (Kimi), qwen (Qwen), deepseek (DeepSeek), glm (GLM), other (Other)"
    • changedInput schema / properties / model / enum
      Previous value: -[
      -  "claude-fable",
      -  "claude-opus",
      -  "claude-sonnet",
      -  "claude-haiku",
      -  "openai-astra",
      -  "openai-sol",
      -  "openai-luna",
      -  "openai-terra",
      -  "grok",
      -  "kimi",
      -  "other"
      -]New value: +[
      +  "claude-fable",
      +  "claude-opus",
      +  "claude-sonnet",
      +  "claude-haiku",
      +  "openai-astra",
      +  "openai-sol",
      +  "openai-luna",
      +  "openai-terra",
      +  "gemini-pro",
      +  "gemini-flash",
      +  "grok",
      +  "kimi",
      +  "qwen",
      +  "deepseek",
      +  "glm",
      +  "other"
      +]
  9. Changed4 schema fields changed
    • changedInput schema / properties / agent / description
      Previous value: -"The coding agent the game was made with: claude-code (Claude Code), codex (Codex), cursor (Cursor), other (another agent), none (no agent, written by hand)"New value: +"The coding agent the game was made with: claude-code (Claude Code), codex (Codex), cursor (Cursor), kimi-code (Kimi Code Agent), grok-build (Grok Build), workbuddy (WorkBuddy), other (Other), none (No AI agent)"
    • changedInput schema / properties / agent / enum
      Previous value: -[
      -  "claude-code",
      -  "codex",
      -  "cursor",
      -  "other",
      -  "none"
      -]New value: +[
      +  "claude-code",
      +  "codex",
      +  "cursor",
      +  "kimi-code",
      +  "grok-build",
      +  "workbuddy",
      +  "other",
      +  "none"
      +]
    • changedInput schema / properties / model / description
      Previous value: -"The model family behind that agent: claude (Claude), gpt (GPT), gemini (Gemini), other (another model)"New value: +"The model behind that agent: claude-fable (Claude Fable), claude-opus (Claude Opus), claude-sonnet (Claude Sonnet), claude-haiku (Claude Haiku), openai-astra (OpenAI Astra), openai-sol (OpenAI Sol), openai-luna (OpenAI Luna), openai-terra (OpenAI Terra), grok (Grok), kimi (Kimi), other (Other)"
    • changedInput schema / properties / model / enum
      Previous value: -[
      -  "claude",
      -  "gpt",
      -  "gemini",
      -  "other"
      -]New value: +[
      +  "claude-fable",
      +  "claude-opus",
      +  "claude-sonnet",
      +  "claude-haiku",
      +  "openai-astra",
      +  "openai-sol",
      +  "openai-luna",
      +  "openai-terra",
      +  "grok",
      +  "kimi",
      +  "other"
      +]
  10. Changed2 schema fields changed
    • addedInput schema / properties / agent
      Added value: +{
      +  "description": "The coding agent the game was made with: claude-code (Claude Code), codex (Codex), cursor (Cursor), other (another agent), none (no agent, written by hand)",
      +  "enum": [
      +    "claude-code",
      +    "codex",
      +    "cursor",
      +    "other",
      +    "none"
      +  ],
      +  "type": "string"
      +}
    • addedInput schema / properties / model
      Added value: +{
      +  "description": "The model family behind that agent: claude (Claude), gpt (GPT), gemini (Gemini), other (another model)",
      +  "enum": [
      +    "claude",
      +    "gpt",
      +    "gemini",
      +    "other"
      +  ],
      +  "type": "string"
      +}
  11. Changed18 schema fields changed
    • addedInput schema / properties / description / description
      Added value: +"A short description of the game: the main idea, the genre and what makes it unique. Submitting needs at least 100 characters; a shorter draft still saves."
    • addedInput schema / properties / distributeEverywhere / description
      Added value: +"Playgama may distribute the game on any partner platform where it is not already published."
    • addedInput schema / properties / engine / description
      Added value: +"The engine the game was built with: unity (Unity), construct3 (Construct 3), cocos-creator (Cocos Creator), defold (Defold), godot (Godot), gdevelop (GDevelop), game_maker (Game Maker), scratch (Scratch), js (plain JavaScript, no engine)"
    • addedInput schema / properties / engine / enum
      Added value: +[
      +  "unity",
      +  "construct3",
      +  "cocos-creator",
      +  "defold",
      +  "godot",
      +  "gdevelop",
      +  "game_maker",
      +  "scratch",
      +  "js"
      +]
    • addedInput schema / properties / excludedPlatforms / description
      Added value: +"Partner platforms the game must not be distributed on. Replaced whole; an empty list excludes none."
    • addedInput schema / properties / howToPlayText / description
      Added value: +"The main objectives, how to win and the primary control keys. Submitting needs at least 100 characters; a shorter draft still saves."
    • addedInput schema / properties / isHorizontal / description
      Added value: +"The game supports landscape orientation. Submitting a game that supports ANDROID or IOS needs at least one of isHorizontal and isVertical."
    • addedInput schema / properties / isVertical / description
      Added value: +"The game supports portrait orientation. Submitting a game that supports ANDROID or IOS needs at least one of isHorizontal and isVertical."
    • addedInput schema / properties / leaderboards / description
      Added value: +"The game has leaderboards — a feature declared on the form. The leaderboards themselves are configured with list_leaderboards and create_leaderboard."
    • addedInput schema / properties / link / description
      Added value: +"Where the game is already published elsewhere, if it is. Moderation uses it to confirm the game is authentic; an empty string clears it."
    • addedInput schema / properties / multiplayer / description
      Added value: +"The game has multiplayer."
    • addedInput schema / properties / social / description
      Added value: +"The game has social sharing or social interactions."
    • addedInput schema / properties / supportedDevices / description
      Added value: +"The devices the game supports. Replaced whole. Submitting needs at least one. Submitting a game that supports ANDROID or IOS needs at least one of isHorizontal and isVertical."
    • addedInput schema / properties / supportedLanguages / description
      Added value: +"The languages the game is localized into. Replaced whole. Submitting needs at least one."
    • addedInput schema / properties / title / description
      Added value: +"The game’s title in English — Latin letters, digits, spaces and punctuation, up to 120 characters. Shown to players and moderators as-is."
    • addedInput schema / properties / title / maxLength
      Added value: +120
    • addedInput schema / properties / title / minLength
      Added value: +1
    • addedInput schema / properties / title / pattern
      Added value: +"^(?=.*[A-Za-z])[\\x20-\\x7E]+$"
  12. First observed

TDQS

A3.9/5.0
Behavior4/5

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

Annotations only declare destructiveHint=true and idempotentHint=false; the description adds the non-obvious mechanics behind that — omission preserves the prior value, enum arrays are replaced wholesale, and nothing is sent for moderation. That is real added context an agent could not derive from the annotations. It still says nothing about permissions, error behavior, or what the call returns.

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?

Three short sentences, front-loaded with the action, then the partial-save rule, then the moderation boundary. Every sentence carries information; no filler or restatement of the title.

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 20-parameter, high-stakes save tool with no output schema, the description supplies the two things an agent most needs before calling: omission semantics and the fact that this is not a submission. Annotations cover the safety profile and the schema covers each field, so remaining gaps (auth requirements, response shape, failure handling) are minor.

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 100% and every one of the 20 parameters carries a rich inline description (enums enumerated, length limits, conditional submission rules). The tool description adds no parameter-level detail of its own, so the baseline of 3 applies — the schema does the heavy lifting.

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 gives a specific verb and resource ('Save form fields of a game') and immediately scopes it against the submission flow ('Does not submit anything to moderation'). It is clearly distinct from create_application and get_application in intent, though it does not name a sibling explicitly.

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 states the operating mode ('Partial save: a field you leave out keeps its value') and a scope boundary ('Does not submit anything to moderation'), which tells an agent this is a draft-persistence call rather than a publish/submit step. No alternative tool is named for the read or submit case, so it stops short of full routing guidance.

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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