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List projects

list_projects
Read-onlyIdempotent

All of the user's projects: { id, name, gameType, style, itemCount, createdAt, updatedAt }. gameType (platformer / topdown / topdown_overhead / isometric / point_and_click) is the default perspective for new content — read it before generating anything. A character may override that default at creation; afterward its stored character gameType controls its own animation and turn behavior.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
limitNoMax items to return (default 100, max 500).

TDQS

A4.2/5.0
Behavior4/5

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

Annotations cover read-only, open-world, idempotent, and non-destructive behavior. The description adds important hidden semantics beyond those annotations: gameType is the project-wide default perspective at creation, while a character's stored gameType later governs its own animation and turn behavior. No contradictions with annotations are present.

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

Conciseness5/5

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

Two compact sentences provide the full return shape and the key usage constraint without unnecessary filler. The most important facts about the default project gameType are front-loaded in the second sentence, just after the list definition.

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 simple list-only with one optional parameter and rich annotations, the description is nearly complete: output fields are listed and the critical gameType nuance is explained. The only missing element is explicit mention of pagination or truncation by the optional limit, but the schema already documents default 100 and max 500.

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?

There is only one parameter, limit, and the input schema already fully documents it with description, default, minimum, and maximum; schema parameter coverage is 100%. The description itself adds no parameter-specific meaning, so the baseline of 3 is appropriate.

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?

The tool clearly returns all of the user's projects and explicitly lists the fields returned: id, name, gameType, style, itemCount, createdAt, updatedAt. This also differentiates it from sibling tools like get_project and list_assets by scoping the tool to the project resource set.

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 description gives clear contextual guidance: it tells the agent to read project.gameType before generating anything because it is the default perspective for new content. It does not explicitly mention when to avoid this tool or name alternatives, but the sibling list and 'all projects' framing make the intended usage clear.

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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TDQS

A3.9/5.0
Disambiguation4/5

Most tools have clearly distinct purposes, and the descriptions are extremely detailed with cross-references (e.g., animate_asset vs frame_animation vs generate_character_animation). A few pairs like reprocess_asset vs revise_asset could be confused initially, but their descriptions and use cases are explicit enough to prevent misselection.

Naming Consistency5/5

All tool names follow a consistent verb_noun pattern in snake_case (e.g., create_project, get_asset, cancel_job). Verbs are imperative and nouns are appropriately singular/plural, making the API predictable and readable.

Tool Count2/5

At 41 tools, the server is far beyond the 15-25 range considered reasonable for most APIs. While the domain is broad (project, assets, characters, animations, jobs, exports, credits), the sheer number creates a heavy surface that may overwhelm agents and suggests the API could be consolidated into higher-level operations.

Completeness4/5

The tool set covers the full creative pipeline: project creation, asset/character generation, animation (both AI and frame-based), revisions, exports, and job management. Minor gaps include lack of delete operations for assets/characters/projects and no listing of all jobs, but these are not critical for the core workflow and are likely intentional for a generative art platform.

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