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Moddable Games Tools

timer_suggest

Suggest time controls for a game based on player count and complexity

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
gameYesGame name
playersNoNumber of players

TDQS

A3.7/5.0
Behavior2/5

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

No annotations are provided, so the description must carry the full transparency burden. It only states the basic action without disclosing details such as return format, whether the operation is read-only, any assumptions about the game name, or limitations. This is a significant gap for a tool with no annotation support.

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?

The description is a single, concise sentence that is front-loaded with the primary action ('Suggest time controls') and includes the key qualifiers. Every word earns its place with no redundancy or filler.

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?

The tool is relatively simple (2 parameters, no output schema, no annotations), but the description still lacks essential context such as what the output looks like (e.g., a string, a structured suggestion) and any assumptions or constraints. It covers the core purpose but is not fully self-sufficient for an agent without annotations.

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 100% ('Game name', 'Number of players'), so the baseline is 3. The description adds 'complexity' as an input factor, but this may confuse since it is not an explicit parameter; it likely refers to complexity inferred from the game name, which is not clearly mapped. The extra nuance is helpful but vague.

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 description clearly states the tool's function: 'Suggest time controls for a game based on player count and complexity.' It uses a specific verb ('suggest') and resource ('time controls for a game'), and the qualifiers distinguish it from sibling tools like play_suggest_move, which focuses on moves, not time controls.

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 implies the tool should be used when a time control suggestion is needed for a game, with player count and complexity as key inputs. While it does not explicitly mention alternatives or exclusions, the context is clear enough to guide selection among the many sibling tools.

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

B3.1/5.0
Disambiguation3/5

Most tools have clear prefixes (chess_, play_, hex_, oracle_, rpg_, ti4_) that separate concerns, but overlap exists between deprecated chess_* tools and the newer play_* equivalents, plus rpg_random_encounter and oracle_encounter both generate encounters. Descriptions help disambiguate, but the redundancy could mislead agents.

Naming Consistency2/5

Many tools follow a domain_verb_noun pattern (hex_generate_map, play_get_moves, rpg_search_entities), but there are notable exceptions like dice_roll, game_deck_create, jam_status, and random_player_order that mix noun-first and verb-last conventions. The inconsistent ordering makes it harder to predict tool names.

Tool Count2/5

81 tools is excessive even for a broad games toolkit; the deprecated chess_* tools alone add unnecessary bulk. While the scope is wide, the count exceeds practical limits and could be consolidated into fewer, more focused tools.

Completeness4/5

The toolkit covers a wide variety of game needs: dice, cards, hex maps, chess, RPGs, TI4, jam management, and galleries. Minor gaps like the score tracker lacking a retrieval method and the absence of some lifecycle operations keep it from being perfect, but core workflows are well covered.