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Turn a game idea into a project foundation

generate_project_intake

PAID but very cheap and SYNCHRONOUS. Use this for a broad game vision, story, or mood before create_project. Returns a proposed project name, game type, art style, world description, creative guidance, and a validated styleGuide object ready to pass unchanged to create_project. It stores nothing and does not create assets. Afterward, inspect the game repository and propose an MVP art plan before any image or animation spend. Skip this tool when the user already supplied a complete project/style guide or asked for one specific asset. DEFAULTS TO A COST PREVIEW — see the dryRun argument.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
dryRunNoDEFAULTS TO TRUE. While true this returns only a cost quote ({ estimatedCredits, balance, spendCapDaily, spentLast24h, capRemaining }) and executes nothing. Show the user estimatedCredits, then ask a normal confirmation question. Prefer the client's native question UI with Approve / Decline / Discuss choices when available; otherwise accept any unambiguous conversational approval. Never require a fixed phrase or ask the user to type a magic word. Only after approval, re-call with dryRun:false to actually spend.
nameHintNoOptional working title. Explicit user choices win over inference.
styleHintNoOptional locked art direction.
referencesNo
descriptionYesThe game vision in the user's own words: story, mechanics, setting, mood, and audience.
gameTypeHintNoOptional locked gameplay camera/type.
idempotencyKeyNoOptional Idempotency-Key for the real (dryRun:false) call. Omit and one is minted per call. Reuse the SAME value when retrying a call that failed with ENTITY_BUSY / 402 / 429 so the retry cannot double-dispatch.

Schema Changelog

Changes observed during successful MCP inspections.

  1. Added

TDQS

A4.3/5.0
Behavior5/5

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

The description adds significant behavioral context beyond the annotations: it is PAID, SYNCHRONOUS, stores nothing, creates no assets, and defaults to a cost preview via dryRun. It also explains the approval/re-call flow. No contradiction with the annotations is evident.

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?

The description is front-loaded with critical operational facts (cost, synchronous, default cost preview) and remains scannable. It is slightly redundant with the schema, but each sentence earns its place overall.

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 no output schema, the description compensates by naming the returned artifacts (project name, game type, art style, world description, creative guidance, validated styleGuide) and explaining the dryRun cost-preview flow. It lacks explicit error/limit handling, but the essential invocation context is present.

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 high at 86%, and the schema already documents each parameter thoroughly. The description adds little parameter-level detail beyond calling out the dryRun default, which is also in the schema, so it does not substantially compensate beyond structured data.

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 clearly states the tool's job: turning a broad game vision into a reusable project foundation and returning a validated styleGuide. It positions itself as a pre-create_project intake step, but it does not explicitly differentiate itself from the similarly named sibling generate_project_vision.

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

Usage Guidelines5/5

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

The description gives explicit when-to-use guidance ('broad game vision, story, or mood before create_project'), explicit when-to-skip conditions ('already supplied a complete project/style guide or asked for one specific asset'), and a recommended next step. This is strong routing behavior.

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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