Rengi Forge
Server Details
Gamedev tools for AI agents: level design, renders, sprites, GLB optimizer. Pay per call with x402.
- Status
- Healthy
- Last Tested
- Transport
- Streamable HTTP · MCP 2025-11-25
- URL
TDQS
Scored across 29 tools
Tools are organized into clearly named families (asset_render, audio_tools, glb_optimizer, texture_tools, etc.) and within each family the actions are distinct (views vs turntable vs sprites; slice vs pack vs pixelate). A few pairs could momentarily confuse an agent—glb_optimizer_optimize vs optimize_large (only size differs) and the several 'pack/atlas' tools across sprite/texture domains—but descriptions resolve these.
Every tool follows a predictable snake_case `family_action` pattern with a stable grouping prefix (asset_render_*, audio_tools_*, glb_optimizer_*, level_design_*, sprite_tools_*, store_assets_*, texture_tools_*). The minor variance between an action-like prefix (asset_render) and category-like prefixes (audio_tools) is trivial and still highly readable.
At 29 tools this is on the heavy side relative to the typical 3-15 sweet spot. The breadth is justified because the server spans ~10 genuinely distinct domains (3D render, audio, fonts, GLB, leaderboards, level design, sprites, store art, textures), but the raw count is high enough to make discovery and selection burdensome.
Most domains have full lifecycle coverage: GLB (convert/inspect/optimize/lod), textures (seamless/pbr/pack/atlas), level design (catalog/place/place_2d/revise/revise_2d), sprites and store assets. Minor gaps exist—font tools is a single operation, and the leaderboard only offers board creation and top-up with no read/query or management operations—but core workflows are covered.
Available Tools
29 toolsasset_render_spritesAInspect
Transparent isometric sprite sheet, 4 or 8 directions in one row (south first, clockwise), with frame JSON. Price: $0.40 USDC via x402, charged only on success. Part of Asset render: Pictures of a 3D model for agents that cannot see: catalog views, a turntable GIF, and isometric sprite sheets for 2.5D games.
| Name | Required | Description | Default |
|---|---|---|---|
| glb | No | Base64 GLB. | |
| glbUrl | No | ||
| upAxis | No | auto | |
| cellSize | No | ||
| pixelArt | No | ||
| directions | No | ||
| elevationDeg | No |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations, the description carries the full burden. It usefully discloses the billing model ('$0.40 USDC via x402, charged only on success') and the output structure, but says nothing about required inputs (glb vs glbUrl), error behavior, or rendering constraints such as size limits.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
Three sentences, front-loaded with the concrete output description, then pricing, then family context. It is dense and largely earns its space, though the final family sentence sprawls a bit with multiple clauses.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
There is no output schema, so the description rightly explains the returned sprite layout, which is a genuine strength. But for a 7-parameter rendering tool with 14% schema coverage and no annotations, the near-total silence on input parameters and input-source requirements leaves a significant gap.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is only 14% (only 'glb' is documented), so the description should compensate but does not. It mentions the directions and layout in prose but never explains glbUrl, upAxis, cellSize, pixelArt, or elevationDeg, leaving 6 of 7 parameters opaque.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
States a specific verb and resource: produces a transparent isometric sprite sheet from a 3D model, with concrete layout details (4 or 8 directions in one row, south first, clockwise) plus frame JSON. This clearly distinguishes it from siblings like asset_render_turntable and asset_render_views, which the description also names.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The closing sentence places the tool in the 'Asset render' family and notes sprite sheets are 'for 2.5D games,' which implies the use case and contrasts it with catalog views and a turntable GIF. However, it never states an explicit when-to-use rule or prerequisite, leaving the agent to infer which sibling to pick.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
asset_render_turntableAInspect
Looping turntable GIF, one full revolution, plus mesh stats. Price: $0.25 USDC via x402, charged only on success. Part of Asset render: Pictures of a 3D model for agents that cannot see: catalog views, a turntable GIF, and isometric sprite sheets for 2.5D games.
| Name | Required | Description | Default |
|---|---|---|---|
| glb | No | Base64 GLB. | |
| size | No | ||
| frames | No | ||
| glbUrl | No | ||
| upAxis | No | auto |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
No annotations are provided, so the description carries the full burden. It does add real behavioral value by disclosing the pricing model ($0.25 USDC via x402) and the on-success-only billing, plus the output type. However it says nothing about failure behavior, latency, size limits, or what 'mesh stats' contains, leaving notable operational gaps for a paid tool.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
Three sentences, with the actual deliverable front-loaded in sentence one and price/billing next. The final family sentence is partly marketing filler, but the overall structure is tight and wastes little.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
With five params, zero required, no output schema, and low schema coverage, the description does helpfully state the return artifact (GIF + mesh stats), partially covering the missing output schema. But it never resolves how to supply the model (glb vs glbUrl) or documents the other three params, so it is only moderately complete for the tool's complexity.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is only 20% (just 'glb: Base64 GLB'), and the description explains no parameters at all. With five parameters — including the ambiguous glb-vs-glbUrl input choice, size, frames, and upAxis — the description does nothing to compensate for the low coverage, leaving the caller to infer meaning purely from enums and defaults.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
States a precise deliverable ('Looping turntable GIF, one full revolution, plus mesh stats') and explicitly situates it against the sibling renders by naming 'catalog views' and 'isometric sprite sheets' as the other members of the Asset render family. An agent can distinguish this from asset_render_views and asset_render_sprites without opening a schema.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The third sentence implies the family split (views vs turntable vs sprites), which hints at when this is the right choice, but it never states the selection condition explicitly ('use this when you want a rotating view; use views for static angles'). Usage is implied rather than prescribed, with no exclusions or prerequisites.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
asset_render_viewsBInspect
Four PNG views (three-quarter, front, side, top) plus mesh stats. Price: $0.10 USDC via x402, charged only on success. Part of Asset render: Pictures of a 3D model for agents that cannot see: catalog views, a turntable GIF, and isometric sprite sheets for 2.5D games.
| Name | Required | Description | Default |
|---|---|---|---|
| glb | No | Base64 GLB. | |
| size | No | ||
| glbUrl | No | ||
| upAxis | No | auto | |
| background | No | neutral |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations, the description carries the full burden, and it does disclose genuinely useful traits: pricing ($0.10 USDC via x402) and that billing occurs only on success, plus the concrete output set. However, it says nothing about input requirements (glb vs glbUrl), auth setup, failure modes, or rate limits, leaving significant behavioral gaps.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The core purpose is front-loaded in a tight first sentence and the pricing sentence is efficient. The third sentence, however, crams family metadata into a confusing double-colon construction that reads as filler rather than routing guidance.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a render tool with no output schema, the description does describe the return set (four PNGs plus mesh stats) and the payment model, which is helpful. It remains incomplete on the input side: with 5 loosely documented parameters and two mutually exclusive-looking mesh sources, an agent lacks enough to call it confidently.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is only 20% across 5 parameters, so the description is expected to compensate but does not mention any parameter at all. In particular it never clarifies when to use the base64 'glb' input versus the 'glbUrl' input, nor the meaning of size, upAxis, or background, all of which are enum-constrained.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The first sentence states precisely what is produced: four named PNG views (three-quarter, front, side, top) plus mesh stats. The closing sentence distinguishes this from siblings by naming its output as 'catalog views' versus the turntable GIF and isometric sprite sheets. The action verb is only implied, but the resource and output are unambiguous.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
Usage is only implied through the family listing: catalog views (this tool) vs turntable GIF vs isometric sprite sheets for 2.5D games. There is no explicit statement of when to choose this over asset_render_turntable or asset_render_sprites, and no prerequisites are given.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
audio_tools_cleanAInspect
Trim silence, normalize loudness to a LUFS target with a -1 dBTP ceiling, add anti-click fades and convert (ogg, wav, mp3; mono for SFX). Returns the file, a waveform and measured stats. Price: $0.05 USDC via x402, charged only on success. Part of Audio tools: Make generated or recorded sounds game-ready: trim silence and match loudness (LUFS with a true-peak ceiling), seamless loops for music and ambience with loop points, and SFX variations.
| Name | Required | Description | Default |
|---|---|---|---|
| kind | No | Sets the loudness target and channel default: sfx -16 LUFS mono, music -18 stereo, ambience -20 stereo, voice -16 mono. | sfx |
| mono | No | ||
| audio | No | Audio file as base64 (wav, mp3, ogg, flac, m4a). | |
| format | No | ogg | |
| audioUrl | No | Audio file URL. | |
| sampleRate | No | ||
| targetLufs | No | ||
| trimSilence | No | ||
| silenceThresholdDb | No |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations, the description carries the full burden and does substantial work: it discloses the loudness/true-peak processing, anti-click fades, mono-for-SFX behavior, the return payload (file, waveform, measured stats), and the pricing model ($0.05 USDC via x402, charged only on success). It stops short of stating what happens to the input file or any auth/rate-limit constraints, so it is strong but not exhaustive.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The core capabilities, return value, and price are front-loaded in dense, useful sentences. The trailing family paragraph is somewhat verbose and partly redundant with sibling tool descriptions, but overall the text earns most of its space.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
There is no output schema, so describing the return (file, waveform, measured stats) is necessary and present. With 9 params at 0 required and no annotations, the description covers the critical output and billing behavior, though it omits guidance on optional params like sampleRate and silenceThresholdDb.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema coverage is only 33%, so the description must compensate, and it partially does by naming conversion formats, the LUFS target with ceiling, and mono-for-SFX. But it leaves sampleRate, silenceThresholdDb, and trimSilence largely unexplained, and the kind enum targets are only documented in the schema, not the description.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
States specific verbs and resources: trim silence, normalize loudness to a LUFS target with a -1 dBTP ceiling, add anti-click fades, and convert formats. It also differentiates within the family by naming the sibling capabilities (seamless loops, SFX variations), so an agent can tell it apart from audio_tools_loop and audio_tools_variations.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The family blurb ('Make generated or recorded sounds game-ready') frames the general domain, and the verb list implies this is the tool for trimming/normalizing. However, there is no explicit statement of when to pick this over audio_tools_loop or audio_tools_variations, nor any prerequisites or exclusions. Usage is left to inference.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
audio_tools_loopAInspect
Turn music or ambience into a seamless loop: cuts at zero crossings and crossfades the end into the start with an equal-power curve. Returns the loop, a 3x preview and loop points in samples. Price: $0.10 USDC via x402, charged only on success. Part of Audio tools: Make generated or recorded sounds game-ready: trim silence and match loudness (LUFS with a true-peak ceiling), seamless loops for music and ambience with loop points, and SFX variations.
| Name | Required | Description | Default |
|---|---|---|---|
| mono | No | ||
| audio | No | Audio file as base64 (wav, mp3, ogg, flac, m4a). | |
| endSec | No | ||
| format | No | ogg | |
| audioUrl | No | Audio file URL. | |
| startSec | No | ||
| crossfadeMs | No |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
No annotations exist, so the description carries the full burden, and it discloses the algorithm (zero-crossing cuts, equal-power crossfade), the return payload (loop, 3x preview, loop points in samples), and the billing model ($0.10 USDC via x402, charged only on success). It omits failure modes and any auth/rate-limit context, so it is strong but not exhaustive.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
Front-loaded with the purpose and mechanism, then returns, then pricing; every clause is informative. The trailing family sentence is longer boilerplate than the agent strictly needs and slightly dilutes the core content.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
With no output schema, the description helpfully summarizes return values, and with no annotations it covers pricing and safety-relevant billing behavior. It falls short on 4 of 7 parameters, leaving an agent guessing at mono, format, and the start/end range semantics.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema coverage is only 29%, with just 'audio' and 'audioUrl' documented, so the description must compensate. It explains crossfade behavior and that loop points are returned in samples, loosely mapping to crossfadeMs/startSec/endSec, but leaves mono, format, and the meaning of startSec/endSec (region selection vs. trim) unexplained.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
States a specific verb and resource ('Turn music or ambience into a seamless loop') and adds the mechanism (zero-crossing cuts, equal-power crossfade), so an agent can distinguish it from audio_tools_clean and audio_tools_variations without opening a schema.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
Clear context: it is for music or ambience that must loop seamlessly, and the family sentence distinguishes it from trim-silence and SFX-variation siblings. However, it never explicitly names an alternative or a when-not-to-use condition, so the routing 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.
audio_tools_variationsAInspect
Make 2-12 variations of one sound effect with small pitch and volume changes, so repeated footsteps or hits do not sound copy-pasted. Returns each file and a ZIP. Price: $0.10 USDC via x402, charged only on success. Part of Audio tools: Make generated or recorded sounds game-ready: trim silence and match loudness (LUFS with a true-peak ceiling), seamless loops for music and ambience with loop points, and SFX variations.
| Name | Required | Description | Default |
|---|---|---|---|
| mono | No | ||
| seed | No | ||
| audio | No | Audio file as base64 (wav, mp3, ogg, flac, m4a). | |
| count | No | ||
| format | No | ogg | |
| audioUrl | No | Audio file URL. | |
| volumeDb | No | Max volume change either way. | |
| pitchSemitones | No | Max pitch change either way. |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
No annotations are provided, so the description carries the full behavioral burden. It usefully discloses the return format (each file plus a ZIP) and the billing model ($0.10 USDC via x402, charged only on success), but says nothing about determinism of the seed, input size limits, or processing failure modes.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
Front-loads the core action and effect in the first sentence, then stacks return format and pricing efficiently. The trailing 'Part of Audio tools' sentence is somewhat boilerplate but earns its place by disambiguating family siblings.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For an 8-parameter tool with no output schema and no annotations, the description covers purpose, return format, and cost adequately but omits explanation of several parameters (mono, seed, format) and any input-format constraint. It is workable but leaves gaps the structured fields do not fill.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 50%, so the description must compensate. It does add meaning for count ('2-12 variations') and pitch/volume ('small pitch and volume changes'), but leaves mono, seed, and format completely unexplained in both schema and description.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
States a specific verb and resource ('Make 2-12 variations of one sound effect') with the operative mechanism (small pitch and volume changes). The closing family sentence distinguishes it from siblings audio_tools_clean (trim/loudness) and audio_tools_loop (loops), so an agent can route correctly without opening schemas.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
Gives a clear use scenario ('so repeated footsteps or hits do not sound copy-pasted') that tells the agent when this tool is appropriate. It does not explicitly state when NOT to use it or name a preferred alternative, so it stops short of a 5.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
font_tools_bitmapBInspect
Bitmap font from a TTF/OTF: atlas PNG, BMFont .fnt with kerning, JSON and a preview of a sample line. Pixel mode snaps glyphs to whole pixels with no antialiasing. Price: $0.10 USDC via x402, charged only on success. Part of Font tools: Turn a TTF/OTF font into a bitmap font for games: crisp pixel-perfect glyphs for pixel art or smooth antialiased ones, Latin and Cyrillic, optional outline, atlas PNG plus AngelCode BMFont .fnt with kerning (Unity, Godot, Phaser, LibGDX) and JSON..
| Name | Required | Description | Default |
|---|---|---|---|
| font | No | TTF or OTF file as base64. | |
| mode | No | pixel: crisp, no antialiasing, for pixel art games; smooth: antialiased. | pixel |
| size | No | Pixel size (em). | |
| chars | No | charset=custom: exactly these characters. | |
| color | No | Glyph colour baked into the atlas (white lets the engine tint it). | #ffffff |
| sample | No | The quick brown fox 0123 Привіт, як справи? | |
| charset | No | cyrillic | |
| fontUrl | No | ||
| outline | No | ||
| padding | No | ||
| outlineColor | No | #000000 |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations, the description carries the full behavioral burden and does useful work: it discloses the x402 payment model ($0.10 USDC, charged only on success) and the key rendering behavior (pixel mode snaps glyphs to whole pixels with no antialiasing). It omits error/failure behavior, input size constraints for the base64 font, and any auth/rate-limit context, so it is strong but not complete.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The critical content (what it produces, the pixel-mode behavior, the price) is front-loaded, which is good. However the second half, 'Part of Font tools: Turn a TTF/OTF font into a bitmap font for games...', largely repeats the first sentence's output list (atlas PNG, .fnt with kerning, JSON), adding length without new information.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For an 11-parameter tool with zero annotations, no output schema, and 45% schema coverage, the description should carry more weight on parameters and failure behavior. It does cover the output artifacts and pricing, but nearly half the parameters and all error/validation behavior are left implicit, so an agent cannot fully call it correctly from the description alone.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is only 45%, so the description is expected to compensate, yet it largely restates the two documented fields (mode, charset scope) and leaves sample, fontUrl, outline, padding, and outlineColor unaddressed. 'Optional outline' and 'Latin and Cyrillic' gesture at a couple of parameters, but padding/fontUrl/sample semantics are undocumented in both places.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
States a specific verb+resource (build a bitmap font from a TTF/OTF) and enumerates the concrete artifacts produced: atlas PNG, BMFont .fnt with kerning, JSON, and a sample-line preview. It is unambiguous and, since it is the only font tool in a sibling set of sprite/audio/glb/texture/level tools, no intra-sibling disambiguation is required. The trailing 'Part of Font tools' promo slightly muddies an otherwise crisp statement.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
Usage context is only implied through the mode semantics ('pixel: for pixel art games; smooth: antialiased') and the mention of Latin/Cyrillic. There is no explicit when-to-use/when-not, no stated prerequisites for the font input, and no guidance on choosing charset vs custom chars. Adequate but leaves the agent to infer intent.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
forge_helpBInspect
What Rengi Forge offers, prices and how payment works. Free.
| Name | Required | Description | Default |
|---|---|---|---|
No parameters | |||
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
No annotations are provided, so the description carries the full burden. The 'help' framing implies a read-only, side-effect-free lookup, and 'Free.' communicates a payment-related behavior, which is modestly useful. However, it discloses nothing about return format, scope, or limits.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
A single front-loaded sentence with no padding; the information type leads. The trailing fragment 'Free.' is slightly awkward and could be folded into the sentence, costing it a perfect score.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a zero-param tool the description is nearly enough, but with no output schema and no annotations it should say more about what is actually returned (e.g., pricing details, plan comparison). The 'Free.' note hints at pricing content but the return surface remains undefined.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The tool has zero parameters, so the baseline is 4. Nothing in the description misleads about inputs, and there is no argument surface that needs explaining.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description states the informational content served (offerings, prices, payment mechanics) and, combined with the name forge_help, an agent can recognize this as the documentation/pricing tool. It is clearly distinct from the render/optimizer/leaderboard/level-design siblings. The only weakness is the absent verb and the fragmentary phrasing.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
There is no explicit when-to-use, no prerequisites, and no alternatives named. Usage is only weakly inferable from the word 'help'. An agent gets no guidance on what question this tool answers versus simply not calling it.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
glb_optimizer_convertAInspect
Convert FBX, OBJ (zip with .mtl and textures), glTF (zip), STL, PLY, DAE or 3DS to one GLB: Y-up, in meters, materials and FBX animations kept. Returns the GLB, a report, a validator pass and a preview render. Price: $0.15 USDC via x402, charged only on success. Part of GLB optimizer: Make a GLB small and fast for the web or mobile: dedup, instance, join, weld, simplify, resize and re-encode textures, meshopt or draco compression.
| Name | Required | Description | Default |
|---|---|---|---|
| file | No | Model file as base64: FBX, GLB, STL, PLY, DAE, 3DS, or a ZIP holding an OBJ/glTF with its .mtl/.bin and textures. | |
| upAxis | No | auto trusts FBX/glTF/DAE metadata, assumes Y-up for OBJ and Z-up for STL/PLY/3DS. | auto |
| fileUrl | No | ||
| fileName | No | Original file name, helps tell the format apart. | |
| unitScale | No | Multiply sizes by this to get meters; auto reads FBX units and treats large STLs as millimeters. | auto |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations, the description carries the full burden and does well: it discloses the pricing model ($0.15 USDC via x402, charged only on success), the returned artifacts (GLB, report, validator pass, preview render), and preservation guarantees (materials and FBX animations kept). It stops short of stating auth flow or size/rate limits for the x402 payment.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The core verb and format list are front-loaded, and the return/pricing details follow logically. The trailing 'Part of GLB optimizer: Make a GLB small and fast...' family blurb is promotional and only partially earns its space, slightly diluting an otherwise tight paragraph.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a 5-param, 0-required tool with no output schema, the description covers inputs, outputs, preservation guarantees and cost. The only gap is the ambiguity between the stated 'Y-up' output and the upAxis enum, which the description does not reconcile.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 80%, so the schema already explains file, upAxis, unitScale and fileName. The description's format list and Y-up/meters statement echo the schema rather than adding new semantics (e.g., how axis conversion interacts with the upAxis enum values), so it stays at the baseline.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
States a specific verb (Convert) and enumerates the source resources (FBX, OBJ-zip, glTF-zip, STL, PLY, DAE, 3DS) into one GLB, with the output normalization (Y-up, meters) and preservation rules spelled out. An agent can distinguish this from the optimize/inspect/lod siblings without opening a schema.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description implies usage (you need a non-GLB asset turned into GLB) but never states when to pick this over glb_optimizer_optimize or glb_optimizer_lod, nor any prerequisites beyond payment. Usage is inferable from context but not directed.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
glb_optimizer_inspectBInspect
Report on a GLB without changing it, with concrete suggestions. Price: $0.05 USDC via x402, charged only on success. Part of GLB optimizer: Make a GLB small and fast for the web or mobile: dedup, instance, join, weld, simplify, resize and re-encode textures, meshopt or draco compression.
| Name | Required | Description | Default |
|---|---|---|---|
| glb | No | ||
| glbUrl | No |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations, the description carries the full burden and does disclose useful traits: it is read-only, costs $0.05 USDC via x402, and is charged only on success. It stops short of explaining how the x402 payment is authorized or what the report actually contains, so key behavioral mechanics remain unstated.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The core purpose and pricing are front-loaded and useful, but the trailing sentence describing the whole GLB optimizer family (dedup, instance, join, weld, simplify, etc.) is largely irrelevant to an inspect call and pads the definition.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
With no annotations, no output schema, and 0% parameter coverage, the description is the only source of truth. It covers purpose, read-only nature, and pricing, but leaves the parameter distinction, report contents, and payment mechanics unaddressed, so it is only partially complete for a paid 2-param tool.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 0% and the description never mentions either parameter. It gives no clue that glb (inline data) and glbUrl (a URI) are alternative input forms, so an agent cannot confidently choose between them from the definition alone.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
States a specific verb+resource ("Report on a GLB") and adds a meaningful qualifier ("without changing it") that implicitly contrasts it with the mutating optimize siblings. It does not name glb_optimizer_optimize directly, but an agent can infer this is the read-only inspection counterpart.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The phrase "without changing it" implies you should call this when you only want analysis and not modification, and the sibling list supplies the alternative. However, it never explicitly states when to use this vs glb_optimizer_optimize or glb_optimizer_optimize_large, leaving the routing to inference.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
glb_optimizer_lodAInspect
Generate a LOD chain from a GLB (default 100/50/25/10% of triangles) with locked borders so UV seams and silhouettes hold; one GLB per level, a side-by-side render and Unity LODGroup transition heights. Price: $0.20 USDC via x402, charged only on success. Part of GLB optimizer: Make a GLB small and fast for the web or mobile: dedup, instance, join, weld, simplify, resize and re-encode textures, meshopt or draco compression.
| Name | Required | Description | Default |
|---|---|---|---|
| glb | No | ||
| glbUrl | No | ||
| ratios | No | ||
| lockBorder | No | Keep open edges and UV seams in place (recommended). |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations, the description carries the full burden, and it does disclose meaningful behavior: pricing ($0.20 USDC via x402, charged only on success) and the exact output artifacts produced. It does not cover processing time, size limits, or failure modes, but the cost/charging semantics and output shape are strong additions.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The core purpose, defaults, outputs, and price are front-loaded in two dense sentences with no wasted words. The trailing 'Part of GLB optimizer...' sentence is family marketing that repeats context already available from sibling names, adding length without adding selection value.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
With no output schema or annotations, the description does a fair job explaining what is returned (per-level GLBs, render, transition heights) and the cost model. However, it omits how to provide the input GLB and any limits on ratios or mesh size, leaving a real gap for a 4-parameter tool.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema coverage is only 25%, so the description must compensate. It explains the ratios default (100/50/25/10% of triangles) and restates the border-locking behavior, but leaves the two input fields (glb vs glbUrl) completely unexplained, so an agent cannot tell how to supply the asset.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The first sentence states a specific verb and resource ('Generate a LOD chain from a GLB') and then enumerates the concrete outputs (one GLB per level, a side-by-side render, Unity LODGroup transition heights). This clearly distinguishes it from siblings like glb_optimizer_optimize or glb_optimizer_convert, which do not produce LOD chains.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
There is no explicit when-to-use guidance, no conditions for choosing this over glb_optimizer_optimize or glb_optimizer_optimize_large, and no stated exclusions. The only contextual signal is the family blurb ('Part of GLB optimizer'), which describes the suite rather than when this specific tool applies.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
glb_optimizer_optimizeAInspect
Optimize a GLB up to 10 MB with a preset (web, mobile, preview). Price: $0.20 USDC via x402, charged only on success. Part of GLB optimizer: Make a GLB small and fast for the web or mobile: dedup, instance, join, weld, simplify, resize and re-encode textures, meshopt or draco compression.
| Name | Required | Description | Default |
|---|---|---|---|
| glb | No | Base64 GLB. | |
| glbUrl | No | ||
| preset | No | web | |
| compression | No | meshopt | |
| simplifyRatio | No | Target share of triangles to keep (0 = only the error bound decides). | |
| textureFormat | No | webp | |
| maxTextureSize | No |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations, the description carries the burden and does disclose meaningful behavior: the pipeline of operations performed (dedup, instance, join, weld, simplify, resize/re-encode textures, meshopt/draco) and the cost model ($0.20 USDC via x402, charged only on success). It omits return/output behavior and any timeout or size-failure handling, but the billing and transformation disclosure is substantial.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
Front-loads purpose and cost, then summarizes the toolkit. The trailing 'Part of GLB optimizer:' colon-list is somewhat run-on and partially redundant with the opening sentence, but overall the text is dense and earns its space.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a 7-parameter tool with no annotations and no output schema, the description covers purpose, cost, and the size boundary but leaves key gaps: which input (glb base64 vs glbUrl) to supply, and how the optimized artifact is returned given no output schema. Adequate but incomplete.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is only 29%, so the description must compensate, and it largely does not: it restates enum values already present (web/mobile/preview, meshopt/draco) while leaving glb vs glbUrl selection, simplifyRatio, maxTextureSize, and textureFormat behavior unexplained and the mutual exclusivity of the two input sources undefined.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
States a specific verb and resource ('Optimize a GLB') plus an explicit scope bound ('up to 10 MB') and the preset modes, which lets an agent distinguish it from the sibling glb_optimizer_optimize_large without opening either schema.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The 'up to 10 MB' bound and the preset list give clear context for when this tool applies, and the pricing note frames the cost decision. However, it never names glb_optimizer_optimize_large as the alternative for larger files, leaving the routing to inference.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
glb_optimizer_optimize_largeBInspect
Same as optimize, for GLBs up to 50 MB. Price: $0.50 USDC via x402, charged only on success. Part of GLB optimizer: Make a GLB small and fast for the web or mobile: dedup, instance, join, weld, simplify, resize and re-encode textures, meshopt or draco compression.
| Name | Required | Description | Default |
|---|---|---|---|
| glb | No | Base64 GLB. | |
| glbUrl | No | ||
| preset | No | web | |
| compression | No | meshopt | |
| simplifyRatio | No | Target share of triangles to keep (0 = only the error bound decides). | |
| textureFormat | No | webp | |
| maxTextureSize | No |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations, the description carries full disclosure and adds genuinely useful traits: it is a paid call ($0.50 USDC via x402) billed only on success, and it enforces a 50 MB input ceiling. It omits failure behavior and return shape, but the pricing and size boundary are material behavioral facts not derivable from the schema.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
It front-loads the differentiator and pricing, which is good, but the third sentence ('Part of GLB optimizer: Make a GLB small and fast...') largely restates the tool name and bloats the entry with a technique list. Two tight sentences would have carried the same signal.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a 7-parameter tool with no annotations, no output schema, and low schema coverage, the description leaves the agent guessing about required inputs (0 declared required, yet a GLB or URL is surely needed), parameter effects, and return values. The pricing/size notes are helpful but do not fill these gaps.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is only 29% across 7 parameters, so the schema cannot do the heavy lifting and the description must compensate. It mentions compression ('meshopt or draco') and texture re-encoding in passing, but never explains preset, simplifyRatio, textureFormat, maxTextureSize, or the glb/glbUrl choice, leaving most parameters undocumented.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description states a specific operation (shrink/compress a GLB for web/mobile) and enumerates concrete techniques (dedup, weld, simplify, texture re-encode, meshopt/draco). It also distinguishes itself from the sibling optimize by size scope ('for GLBs up to 50 MB'), though the verb itself is only implied via 'Same as optimize'.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
It names the alternative (optimize) and gives the condition that selects this variant: GLBs up to 50 MB. That is a usable routing rule. It does not spell out what happens above the limit or when to prefer the plain optimize tool, so it stops short of explicit when/when-not guidance.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
leaderboard_boardsAInspect
Create a board with 100,000 submissions and 365 days; returns keys and a ready JS snippet. Price: $1.00 USDC via x402, charged only on success. Part of Leaderboard: A leaderboard backend for a game in one paid call, no signup: buy a board (100,000 submissions, 1 year), get a board id, a submit key for the game client and an admin key.
| Name | Required | Description | Default |
|---|---|---|---|
| name | Yes | ||
| sort | No | desc: higher is better; asc: lower is better (times) | desc |
| signed | No | Require HMAC-signed submissions (for games with a server). | |
| periods | No | ||
| maxScore | No | ||
| minScore | No |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations, the description carries the burden and does substantive work: it discloses the price ($1.00 USDC via x402), that billing is charged only on success, that no signup is required, and what artifacts the call yields. It omits auth prerequisites and rate limits, but the payment semantics are the materially important behavior for a paid tool.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The price/charge-on-success line is front-loaded and valuable, but the description restates '100,000 submissions / 1 year' and the keys twice across the first and third segments. It is reasonably sized yet has visible redundancy that dilutes the signal.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
Because there is no output schema, the description usefully explains the return values (board id, submit key, admin key, JS snippet) and the billing model, which covers the main gaps. However, six parameters with 33% coverage and no annotation support leave the calling contract incompletely specified.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is only 33% (sort and signed are documented, name/periods/maxScore/minScore are not), and the description adds nothing about any parameter — it never mentions sort direction, signed submissions, period selection, or score bounds. It fails to compensate for the coverage gap.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
Starts with a specific verb+resource ('Create a board') and immediately scopes it (100,000 submissions, 365 days) while naming the return payload (keys and a JS snippet). An agent can distinguish this from siblings like leaderboard_topup because it is the board-provisioning operation.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
It implies the use case ('a leaderboard backend for a game in one paid call, no signup') but never explicitly states when to use this vs. alternatives such as leaderboard_topup, nor any when-not conditions. Usage is inferable but not spelled out.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
leaderboard_topupAInspect
Add 100,000 submissions and 365 days to a board. Price: $1.00 USDC via x402, charged only on success. Part of Leaderboard: A leaderboard backend for a game in one paid call, no signup: buy a board (100,000 submissions, 1 year), get a board id, a submit key for the game client and an admin key.
| Name | Required | Description | Default |
|---|---|---|---|
| boardId | Yes | ||
| adminKey | Yes |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations, the description carries the full load, and it does add real behavioral context: fixed price of $1.00 USDC via x402, charged only on success, and an implicit admin-key requirement. Against that, the trailing marketing sentence describes board *purchase* ('buy a board... get a board id, a submit key... an admin key'), which is a different operation from topping up and muddies what this call actually does.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The first two sentences are tight and front-load the operation and cost, which is good. The trailing 'Part of Leaderboard...' sentence is promotional boilerplate that describes a different product flow and dilutes the definition rather than earning its place.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a two-required-param paid mutation with no annotations and no output schema, the description covers cost and charge-on-success but omits what a successful top-up returns (e.g. new expiry or remaining quota) and any failure modes for invalid boardId/adminKey. Adequate but with clear gaps.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 0%, so the description must compensate for both required params. It does name the provenance of both the board id and the admin key ('get a board id... and an admin key' when buying a board), which helps, but it never states that boardId must identify an existing board or warns that the admin key is a privileged credential.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The opening sentence gives a specific verb, resource and fixed magnitude: 'Add 100,000 submissions and 365 days to a board.' An agent can immediately tell this extends an existing board rather than creating or listing one, distinguishing it from the sibling leaderboard_boards.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
Usage is implied rather than stated: the required boardId/adminKey and the top-up framing make it clear this applies to an existing board, and the price is disclosed. However, no alternative is named and there is no explicit when-not guidance (e.g. how this relates to leaderboard_boards).
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
level_design_catalogAInspect
Ingest your prop catalog: footprint, height, pivot and category computed from each GLB. Returns a catalogId for place. Price: $0.50 USDC via x402, charged only on success. Part of Level design: Level dressing for 3D games.
| Name | Required | Description | Default |
|---|---|---|---|
| assets | Yes | ||
| upAxis | No | y |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations, the description carries the full burden and does a genuinely good job on the cost dimension, disclosing that it costs $0.50 USDC via x402 and is charged only on success. It also discloses that metrics are computed automatically. It omits other behavioral traits like idempotency, partial-failure handling, and the 300-asset cap, which keeps it out of the top band.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
Three tight, front-loaded sentences move from action, to output, to price, to parent context. The trailing 'Part of Level design: Level dressing for 3D games' is mild boilerplate filler, but nothing is bloated.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
With no output schema, the description does supply the key return value (catalogId) and the computed fields. For a paid ingest tool with two parameters, an agent has enough to call it correctly, though more on batch limits and the upAxis/bounds fallbacks would complete the picture.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Top-level schema coverage is reported at 0% (neither 'assets' nor 'upAxis' has a schema description), so the description should compensate. It does partially, listing the computed quantities and mentioning the GLB source, but it never explains the ambiguous 'upAxis' parameter or the glb / glbUrl / bounds precedence, leaving real parameter gaps.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description names a specific verb and resource ('Ingest your prop catalog') and details the derived outputs (footprint, height, pivot, category computed from each GLB). It even ties the output to a sibling workflow ('Returns a catalogId for place'), which lets an agent distinguish it from level_design_place/revise without opening the schemas.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
Usage is implied rather than stated: 'Returns a catalogId for place' signals this is a prerequisite step to level_design_place, and 'Ingest your prop catalog' suggests a setup-time call. But there is no explicit when-to-use vs. alternatives guidance, no mention of re-ingesting/updating, and no exclusions against the sibling tools.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
level_design_placeCInspect
Dress a level: placements for every zone, previews and a 3D viewer link. Price: $1.00 USDC via x402, charged only on success. Part of Level design: Level dressing for 3D games.
| Name | Required | Description | Default |
|---|---|---|---|
| plan | No | Optional: skip the planner and solve this plan exactly. | |
| seed | No | ||
| brief | No | ||
| layout | Yes | ||
| preset | No | fantasy-village | |
| catalog | No | ||
| density | No | ||
| catalogId | No | ||
| heightmap | No | ||
| targetEngine | No | unity |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations, the description carries the full burden. It does usefully disclose pricing ('$1.00 USDC via x402, charged only on success'), a genuine behavioral trait. However, it says nothing about whether it mutates state, how seed affects determinism, what the previews/viewer link look like, or the payment flow, so it is incomplete for a tool of this complexity.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
Three sentences; the pricing information is front-loaded and earns its place. The final 'Part of Level design...' sentence is redundant with the opening clause and could be cut without losing meaning.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a 10-parameter tool with nested objects, enums, no output schema, and no annotations, the description omits return format, layout-vs-plan precedence, catalog/asset semantics, and how the x402 payment is actually settled. It is not sufficient for an agent to invoke the tool correctly on first attempt.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is only 10% across 10 parameters (layout, plan, catalog, seed, brief, preset, density, catalogId, heightmap, targetEngine), and the description explains none of them. The lone hint ('placements for every zone') does not clarify zones vs. plan vs. layout, leaving the agent to reverse-engineer a deeply nested schema.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
States a specific verb and resource ('Dress a level') plus concrete outputs (placements per zone, previews, a 3D viewer link), which implies it is the 3D counterpart to level_design_place_2d. The trailing 'Part of Level design: Level dressing for 3D games' largely restates the first clause and adds nothing.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
No guidance on when to use this over level_design_place_2d, level_design_catalog, or level_design_revise, and no preconditions are stated. The existence of four sibling level-design tools makes the absence of routing criteria a real gap.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
level_design_place_2dBInspect
Fill a 2D tilemap: terrain with proper corner transitions, decorations, obstacles and multi-tile stamps; Tiled .tmj, Unity Tilemap JSON and a preview. Price: $1.00 USDC via x402, charged only on success. Part of Level design: Level dressing for 3D games.
| Name | Required | Description | Default |
|---|---|---|---|
| plan | No | ||
| seed | No | ||
| brief | No | ||
| layout | Yes | ||
| preset | No | fantasy-village | |
| density | No | ||
| tileset | Yes | ||
| tileRoles | Yes |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations, the description carries the full burden, and it does add real behavioral value: the x402 paywall, the $1.00 cost, and the 'charged only on success' billing guarantee. However, it says nothing about determinism (the seed param), size limits, or failure modes, so the disclosure is partial.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
Three semicolon-delimited clauses with no filler, and the core action is front-loaded. The trailing 'Level dressing for 3D games' tag is mildly confusing on a 2D tool but costs little space.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For an 8-parameter tool with nested objects, 0% schema coverage and no output schema or annotations, the description should do far more. It never explains coordinate conventions, tileset wiring, or how layout/plan interact, leaving an agent without enough to invoke it correctly.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 0% across 8 deeply nested parameters, so the description must compensate and largely does not. Mentioning terrain, decorations, obstacles and stamps loosely gestures at tileRoles, but layout, plan/zones, tileset, seed, preset, density and brief are never explained.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
Names a specific verb and resource ('Fill a 2D tilemap') and enumerates the actual outputs (Tiled .tmj, Unity Tilemap JSON, preview) plus the content types it places. An agent can tell this is the 2D counterpart to the 3D level_design_place, though the sibling is never named explicitly.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The '2D tilemap' framing and 'Level design' grouping imply when this applies, but there is no explicit when-to-use guidance, no exclusions, and no routing to alternatives like level_design_place or level_design_revise_2d. Usage is left to inference.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
level_design_reviseBInspect
Change a placed level with an instruction or structured zone edits; untouched zones keep their exact transforms. Price: $0.50 USDC via x402, charged only on success. Part of Level design: Level dressing for 3D games.
| Name | Required | Description | Default |
|---|---|---|---|
| edits | No | ||
| jobId | Yes | ||
| instruction | No |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations, the description carries the full burden. It does disclose two useful traits: the pricing model ($0.50 USDC via x402, charged only on success) and the key preservation guarantee that untouched zones keep their exact transforms. It does not say whether edited zones are replaced or augmented, whether the operation is reversible, or whether auth is required.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
Three compact clauses, front-loaded with the action and its effect. The trailing 'Part of Level design: Level dressing for 3D games' is mildly decorative but provides category context. No wasted sentences overall.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a tool with a complex nested schema and no annotations or output schema, the description covers the core action, preservation semantics, and pricing but leaves significant gaps: what jobId refers to, what a successful response contains, and how edited zones are treated. Adequate but not complete.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 0% and the schema is large and deeply nested (edits with per-zone rules across six rule kinds). The description only loosely gestures at the two modes ('instruction or structured zone edits'), leaving jobId, zoneId, and the entire rule vocabulary undocumented in prose. It adds little meaning beyond the schema.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
States a specific verb (change/revise) on a specific resource (a placed level) and names the two modes of operation (instruction or structured zone edits). This distinguishes it from level_design_place (which places rather than revises), though it does not name that sibling explicitly.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
Usage is implied: use this to modify an already-placed level, offering either a natural-language instruction or structured edits. There is no explicit when-not guidance, no mention of prerequisites (e.g., that a jobId must reference an existing placement), and no routing to level_design_place_2d or level_design_revise_2d.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
level_design_revise_2dBInspect
Change a 2D map by instruction or zone edits; untouched zones keep their tiles. Price: $0.30 USDC via x402, charged only on success. Part of Level design: Level dressing for 3D games.
| Name | Required | Description | Default |
|---|---|---|---|
| edits | No | ||
| jobId | Yes | ||
| instruction | No |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations, the description carries the full burden. It usefully discloses the price ($0.30 USDC via x402, charged only on success) and partial-update semantics ('untouched zones keep their tiles'), but says nothing about auth requirements, what happens to edited zones, or the return/result format.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
Two compact sentences with the core action front-loaded and pricing appended second. No filler, though the trailing 'Part of Level design: Level dressing for 3D games' is somewhat boilerplate.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a mutation tool with no annotations and no output schema, the description covers cost and partial-update behavior but leaves the most complex aspect — the nested edit rule grammar — unexplained. It is adequate but incomplete for an agent to invoke correctly without inspecting the schema closely.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 0%, so the description must compensate for three parameters and it largely does not. It only alludes to 'instruction' and 'zone edits'; the rule kinds (scatter/along/cluster/stamp/anchor), densities, spacing, and radius semantics are entirely undocumented in both schema and description.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
States a specific verb and resource ('Change a 2D map') plus the two modes of input (instruction or zone edits). The '2D' qualifier implicitly separates it from the 3D level_design_revise sibling, but no sibling is named explicitly.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
Implies two usage modes ('by instruction or zone edits') and notes that untouched zones keep their tiles, which hints at partial-update intent. However, there is no explicit when-to-use vs alternatives guidance, nor prerequisites for choosing between level_design_revise, level_design_revise_2d, or level_design_place_2d.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
sprite_tools_packBInspect
Pack frames into one atlas (MaxRects) with padding and edge extrusion; TexturePacker JSON and Unity JSON. Price: $0.05 USDC via x402, charged only on success. Part of Sprite tools: 2D sprite jobs for games, deterministic and cheap: slice a sheet into frames (grid or automatic by transparency), pack frames into an atlas with TexturePacker and Unity metadata, and turn upscaled or AI-generated pixel art into real pixel art on its true grid with a limited palette..
| Name | Required | Description | Default |
|---|---|---|---|
| trim | No | ||
| frames | Yes | ||
| extrude | No | ||
| maxSize | No | ||
| padding | No | ||
| powerOfTwo | No |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
No annotations are provided, so the description carries the full burden. It does add genuine behavioral value by disclosing the billing model ($0.05 USDC via x402, charged only on success) and 'deterministic', but omits whether this is a persisted write, failure behavior, input limits (2048 frames, maxSize cap), and auth requirements.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The core pack sentence and pricing are front-loaded and efficient, but the trailing 'Part of Sprite tools' family paragraph is largely redundant for this specific tool and consumes significant space without adding per-call guidance.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a 6-parameter tool with no annotations, no output schema, and 0% schema description coverage, the description does not go far enough: most parameter meanings, input limits, and what the returned atlas/metadata contains beyond format names are left for the agent to infer.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema coverage is 0%, so the description must compensate for six undocumented parameters. It only gestures at two ('padding and edge extrusion'), leaving trim, maxSize, powerOfTwo, and the frames/image vs imageUrl structure entirely unexplained.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
States a specific verb+resource ('Pack frames into one atlas') plus the algorithm (MaxRects) and output formats (TexturePacker JSON, Unity JSON). This clearly distinguishes it from siblings slice and pixelate, which are named in the family sentence.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
Implied usage is reasonably clear from '2D sprite jobs for games,' but the description never states when to pick this over sprite_tools_slice/pixelate or any prerequisite/ordering (e.g., that frames come from slicing first). No explicit when-not guidance.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
sprite_tools_pixelateBInspect
Clean pixel art: find the true pixel grid, downscale to it, snap to a palette, hard alpha. Price: $0.10 USDC via x402, charged only on success. Part of Sprite tools: 2D sprite jobs for games, deterministic and cheap: slice a sheet into frames (grid or automatic by transparency), pack frames into an atlas with TexturePacker and Unity metadata, and turn upscaled or AI-generated pixel art into real pixel art on its true grid with a limited palette..
| Name | Required | Description | Default |
|---|---|---|---|
| image | No | Base64 PNG. | |
| scale | No | Size of one art pixel in image pixels; detected when omitted. | |
| colors | No | ||
| palette | No | Hex colors to snap to. | |
| imageUrl | No | ||
| alphaThreshold | No |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations, the description carries the full burden, and it does add real value by disclosing the payment model ($0.10 USDC via x402, charged only on success) and that the job is deterministic. It says nothing about error behavior, output format, or other operational constraints, so meaningful gaps remain.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The first sentence is tight and front-loaded, but the long 'Part of Sprite tools...' run-on devotes most of the text to sibling capabilities (slice, pack) rather than this tool, and it ends with a doubled period. Substantial text does not earn its place for this specific tool.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a 6-parameter tool with no output schema, no annotations, and half the parameters undocumented, the description leaves return behavior and most parameter semantics unexplained. Payment is covered, but the overall picture is incomplete.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 50% and the description mentions no parameters at all. Undocumented fields like colors, imageUrl, and alphaThreshold get no clarification from the prose, and even the documented ones gain no syntax or format detail beyond the schema.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The opening sentence gives a specific verb and resource ('Clean pixel art') plus the concrete pipeline (find true pixel grid, downscale, snap to palette, hard alpha). The family sentence explicitly positions it against siblings slice and pack, so an agent can distinguish it without opening a schema.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
Usage is implied by 'turn upscaled or AI-generated pixel art into real pixel art on its true grid,' which tells the agent the input scenario. There is no explicit when-to-use-vs-alternative routing (e.g., pixelate vs slice vs pack) and no exclusions or prerequisites.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
sprite_tools_sliceBInspect
Cut a sprite sheet into frames by grid or by transparent gaps; frame PNGs plus a ZIP. Price: $0.05 USDC via x402, charged only on success. Part of Sprite tools: 2D sprite jobs for games, deterministic and cheap: slice a sheet into frames (grid or automatic by transparency), pack frames into an atlas with TexturePacker and Unity metadata, and turn upscaled or AI-generated pixel art into real pixel art on its true grid with a limited palette..
| Name | Required | Description | Default |
|---|---|---|---|
| cols | No | ||
| mode | No | auto | |
| rows | No | ||
| trim | No | ||
| image | No | Base64 PNG. | |
| margin | No | ||
| minArea | No | auto mode: ignore islands smaller than this many pixels | |
| spacing | No | ||
| imageUrl | No | ||
| cellWidth | No | ||
| cellHeight | No | ||
| mergeDistance | No | auto mode: islands closer than this merge into one sprite |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations provided, the description carries the full burden of behavioral disclosure. It usefully adds pricing details ('$0.05 USDC via x402, charged only on success') and output artifacts ('frame PNGs plus a ZIP'). However, it omits important behavioral context such as idempotency, size limits, permissions, or failure modes for a 12-parameter image processing tool.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The first sentence is excellent—concise, front-loaded, and directly stating the tool's function and outputs. However, the second half of the description is a long, run-on marketing blurb about the 'Sprite tools' suite that repeats the slicing function and describes sibling tools. This padding reduces conciseness, and every sentence should earn its place.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
The description covers the core function, output format, and pricing, which is helpful. However, given the high parameter count (12), low schema coverage (25%), and the absence of both an output schema and annotations, the description leaves significant gaps regarding parameter semantics and behavioral expectations, making it only partially complete for an agent to invoke it correctly.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is low at 25%, meaning the description must compensate for many undocumented parameters. It partially does so by explaining the two primary modes ('grid' vs 'automatic by transparency'), which clarifies the 'mode', 'minArea', and 'mergeDistance' parameters. However, the majority of the 12 parameters (e.g., cols, rows, cellWidth, cellHeight, margin, spacing, trim) receive no semantic explanation in either the schema or the description.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states a specific verb and resource: 'Cut a sprite sheet into frames by grid or by transparent gaps', and it specifies the output ('frame PNGs plus a ZIP'). It also implicitly differentiates from siblings by mentioning 'pack frames into an atlas' (sprite_tools_pack) and 'pixel art' (sprite_tools_pixelate), though it doesn't explicitly name them as alternatives.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description implies usage contexts by contrasting 'grid' versus 'automatic by transparency' slicing, which helps an agent choose a mode. However, it provides no explicit guidance on when to use this tool versus the pack or pixelate siblings, nor does it state prerequisites or exclusions.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
store_assets_iconsBInspect
App icons from one square art: iOS 1024 with Contents.json, Android adaptive icon layers at every density plus legacy and Play Store 512, and web favicons with a manifest snippet. Preview with the masks launchers apply. Price: $0.10 USDC via x402, charged only on success. Part of Store assets: Release art from one key art: every Steam store and library capsule at the exact required size with your logo placed per Steam's rules (never on the Library Hero), and full icon sets for iOS, Android adaptive icons, Google Play and the web..
| Name | Required | Description | Default |
|---|---|---|---|
| art | Yes | Square artwork, at least 1024x1024. Used as is for iOS and legacy icons. | |
| name | No | My Game | |
| background | No | Android adaptive background colour; sampled from the art's edge when omitted. | |
| foreground | No | Android adaptive icon foreground with transparency; the art is used when omitted. |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations, the description carries the full burden, and it does disclose useful behavior: the $0.10 USDC x402 price, that it is charged only on success, and a mask preview capability. However it says nothing about generation timing, permissions, failure modes, or what the returned artifacts look like, leaving notable behavioral gaps.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The core sentence is well front-loaded and information-dense, but the appended 'Part of Store assets: Release art from one key art: ...' passage is redundant, describes sibling functionality (Steam capsules), and ends with a stray double period, hurting structure.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
No output schema exists, so the description should fully explain returns; it lists artifact types reasonably and covers cost, but omits return format, packaging, and delivery details. For a 4-param nested-object generator, this is adequate but incomplete.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema coverage is 75%, so the schema already documents most parameters (art, background, foreground, name). The description adds some framing (one square art, adaptive background/foreground behavior) but no syntax or format detail beyond the schema, so baseline 3 is appropriate.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The first sentence states a specific verb and resource ('App icons from one square art') and enumerates the concrete outputs (iOS 1024 + Contents.json, Android adaptive layers + Play Store 512, web favicons). It is distinguishable from the Steam-capsule sibling, though the appended family blurb re-describes the whole Store assets line and slightly blurs the specific tool's scope.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
There is no explicit when-to-use guidance, no mention of when to prefer store_assets_steam instead, and no prerequisites. The only contextual signal is the trailing 'Part of Store assets' blurb, which describes the family rather than telling the agent which tool to pick.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
store_assets_steamAInspect
Every Steam store and library capsule from one key art at the exact required sizes: logo composited per Steam rules, Library Hero without logo, separate transparent Library Logo, page background, a contact sheet and a ZIP. Price: $0.20 USDC via x402, charged only on success. Part of Store assets: Release art from one key art: every Steam store and library capsule at the exact required size with your logo placed per Steam's rules (never on the Library Hero), and full icon sets for iOS, Android adaptive icons, Google Play and the web..
| Name | Required | Description | Default |
|---|---|---|---|
| logo | No | Game logo with a transparent background. Steam wants it on every capsule. | |
| keyArt | Yes | Your main artwork, ideally without text, at least 1920 px wide. | |
| heroArt | No | Artwork for the Library Hero with no logo or text; key art is used when omitted. | |
| dimBackground | No | How much to darken the page background so text stays readable. |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations, the description carries the full burden and does disclose meaningful behavior: the price ($0.20 USDC via x402) and the fact that it is 'charged only on success', plus the concrete deliverables (capsules, Library Hero, transparent Library Logo, page background, contact sheet, ZIP). It stops short of failure modes, retry semantics, or turnaround, so it is strong but not exhaustive.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The opening sentence is dense, front-loaded, and earns its place by listing outputs and price. The second sentence is largely redundant boilerplate that repeats the capsule scope and appends icon-set content, adding noise rather than value.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
No output schema exists, so the description correctly enumerates the returned artifacts (contact sheet, ZIP, individual capsules). Payment model and nested-parameter intent are covered by description and schema respectively. Only failure/edge behavior is left unstated.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 100%, so the baseline is 3. The description adds useful composition semantics beyond the schema — logo composited per Steam rules and never on the Library Hero, hero art with no logo — but says nothing about dimBackground or the keyArt/heroArt fallback relationship beyond what the schema already documents.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The first sentence states a specific verb+resource with scope: generating every Steam store and library capsule from one key art at exact required sizes. It implicitly separates itself from store_assets_icons by naming capsules vs. icon sets. However, the trailing 'Part of Store assets' blurb re-states the capsule scope and then drags in icon sets (iOS, Android, Google Play, web), which belongs to the sibling and muddies the boundary.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
Usage is only implied: the capsule-vs-icon-set framing hints that store_assets_icons is the alternative for platform icons, but the alternative is never named and no when-not condition is given. An agent must infer the routing decision from the family blurb.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
texture_tools_atlasCInspect
Pack textures into one atlas with edge-filled gutters so mipmaps do not bleed; UV rects for bottom-left (Unity, OpenGL) and top-left (DirectX, Unreal) origins. Price: $0.05 USDC via x402, charged only on success. Part of Texture tools: Turn a picture into a game-ready material: seamless tiling without visible seams or light bands, PBR maps (normal for Unity and Unreal, height, roughness, AO) from one image, channel packing for Unreal ORM and Unity masks, and texture atlases with mip-safe gutters.
| Name | Required | Description | Default |
|---|---|---|---|
| maxSize | No | ||
| padding | No | Gutter around each texture, filled with its edge pixels so mipmaps do not bleed. | |
| textures | Yes | ||
| powerOfTwo | No |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations, the description carries full behavioral burden. It does add genuinely useful non-schema info: the $0.05 USDC x402 price and that charging occurs only on success. But it says nothing about output format, size/limit behavior, or failure modes, leaving real gaps.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The purpose, gutter rationale, and pricing are well front-loaded, but roughly half the text is a generic 'Texture tools' family blurb that restates sibling capabilities and dilutes the tool-specific signal.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
With no output schema and no annotations, the description should do more; it does hint that UV rects are returned (useful), but does not describe the response shape or how texture names map to output entries. Reasonably complete for core purpose, thin for invocation confidence.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is only 25% (only 'padding' is documented). The description reinforces the gutter/mipmap concept but explains nothing about maxSize, powerOfTwo, or the critical ambiguity between 'image' and 'imageUrl' as mutually exclusive image sources, so it does not compensate for the coverage gap.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
States a specific verb+resource ('Pack textures into one atlas') plus distinguishing detail (edge-filled gutters, UV rects for bottom-left/top-left origins). However, it never differentiates itself from the sibling 'texture_tools_pack' or 'sprite_tools_pack', so an agent cannot tell which packer to pick without opening schemas.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
There is no when-to-use or when-not-to-use guidance and no named alternative, despite the sibling set containing both texture_tools_pack and sprite_tools_pack that could plausibly be confused with atlas packing. Usage is only implied by the verb 'pack'.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
texture_tools_packBInspect
Pack grayscale maps into one texture for an engine preset: Unreal ORM, Unity URP metallic/smoothness, Unity HDRP mask map. Missing maps get sensible constants. Price: $0.05 USDC via x402, charged only on success. Part of Texture tools: Turn a picture into a game-ready material: seamless tiling without visible seams or light bands, PBR maps (normal for Unity and Unreal, height, roughness, AO) from one image, channel packing for Unreal ORM and Unity masks, and texture atlases with mip-safe gutters.
| Name | Required | Description | Default |
|---|---|---|---|
| ao | No | ||
| size | No | Output side; default is the largest input. | |
| detail | No | ||
| preset | Yes | ||
| metallic | No | ||
| roughness | No | ||
| smoothness | No | Give roughness or smoothness; the other is derived (smoothness = 1 - roughness). |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
No annotations are provided, so the description carries the full disclosure burden. It does add real value by stating the pricing model ($0.05 USDC via x402, charged only on success) and the missing-map default behavior, but it is silent on return format, determinism, failure modes, and any auth/rate-limit characteristics beyond payment.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The first two sentences are tight and front-loaded with the essential facts (what it does, presets, defaults, price). However, the trailing sentence is generic family-level marketing text about seamless tiling, PBR maps and atlases that does not describe this tool and dilutes the signal.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
A 7-parameter tool with nested objects, low schema coverage, no output schema, and no annotations needs more explanation than is present. The description covers presets and cost but omits parameter meaning, output shape, and most behavioral attributes an agent needs to call it correctly.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is only 29% across 7 parameters (including nested image/imageUrl objects), so the description must compensate and largely does not. It never explains ao, metallic, roughness, detail, size, or how images are supplied, leaving most parameters undocumented in both schema and prose.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
States a specific verb and resource ('Pack grayscale maps into one texture') and immediately enumerates the three concrete presets (Unreal ORM, Unity URP metallic/smoothness, Unity HDRP mask map). This clearly separates it from sibling tools like texture_tools_pbr, texture_tools_atlas and texture_tools_seamless, which do different transformations.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The preset list implies when each mode is wanted and 'Missing maps get sensible constants' gives a behavioral cue, but there is no explicit guidance on when to choose this packer over texture_tools_pbr or texture_tools_atlas, nor any stated preconditions. Usage is inferable but not spelled out.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
texture_tools_pbrBInspect
PBR maps from one albedo image: normal (OpenGL for Unity/three.js and DirectX for Unreal), 16-bit height, roughness and ambient occlusion, plus a lit preview. Price: $0.15 USDC via x402, charged only on success. Part of Texture tools: Turn a picture into a game-ready material: seamless tiling without visible seams or light bands, PBR maps (normal for Unity and Unreal, height, roughness, AO) from one image, channel packing for Unreal ORM and Unity masks, and texture atlases with mip-safe gutters.
| Name | Required | Description | Default |
|---|---|---|---|
| image | No | Albedo (base color) texture as base64 (PNG, JPEG or WebP). | |
| height | No | Optional height map you already have. | |
| delight | No | ||
| imageUrl | No | Albedo (base color) texture as a URL. | |
| roughness | No | auto | |
| invertHeight | No | Set when dark areas are raised (e.g. light grout between dark stones). | |
| normalStrength | No |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations, the description carries the full burden and does add non-obvious behavior: it costs $0.15 USDC via x402 and is charged only on success, it emits a lit preview, height is 16-bit, and normal maps follow OpenGL (Unity/three.js) vs DirectX (Unreal) conventions. It does not state auth setup beyond payment, failure/refund semantics, latency, or size limits, so it is strong but not complete.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The first sentence is well front-loaded and dense with useful detail. The trailing suite blurb then largely repeats the same outputs (normal for Unity and Unreal, height, roughness, AO) and piles on sibling-tool features, adding length without new information about this tool.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
With no output schema and no annotations, the description usefully enumerates the artifacts produced (normal, height, roughness, AO, lit preview), which partly covers returns. But for a 7-parameter generation tool it leaves the input surface largely unexplained, and the conflicting engine-format mention is unresolved.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Seven parameters, 0 required, and only 57% schema description coverage, so the description must compensate for gaps — but it mentions no parameter at all. Key knobs like delight, roughness ('auto' vs number), and normalStrength (0.1–10) are undocumented in both places. It even references a normal-map format choice (OpenGL vs DirectX) for which no input parameter exists, adding confusion rather than meaning.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The opening sentence names a specific output set and source: PBR maps (normal, 16-bit height, roughness, AO) plus a lit preview, from one albedo image, with engine-specific normal conventions. That distinguishes it from texture_tools_seamless/atlas/pack reasonably well. However, the appended 'Part of Texture tools' blurb folds in seamless tiling, channel packing and atlas generation that belong to sibling tools, slightly blurring exactly what this tool does.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
Usage is implied: you have an albedo image and need PBR maps. There is no explicit when-to-use/when-not guidance and no routing to siblings (e.g. use texture_tools_seamless for tiling, texture_tools_atlas for atlases), even though the description enumerates those sibling capabilities. The pricing note does clarify a prerequisite (funded x402 wallet).
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
texture_tools_seamlessAInspect
Make a texture tile without visible seams: removes baked lighting, hides the seam along the path where the image already matches. Returns the tile and a 2x2 preview. Price: $0.10 USDC via x402, charged only on success. Part of Texture tools: Turn a picture into a game-ready material: seamless tiling without visible seams or light bands, PBR maps (normal for Unity and Unreal, height, roughness, AO) from one image, channel packing for Unreal ORM and Unity masks, and texture atlases with mip-safe gutters.
| Name | Required | Description | Default |
|---|---|---|---|
| image | No | Texture as base64 (PNG, JPEG or WebP). | |
| delight | No | Remove baked light/dark gradients first so the tile does not show bands. | |
| imageUrl | No | Texture as a URL. | |
| blendWidth | No | Overlap used to hide the seam, as a fraction of the size. The tile is smaller by this much. |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations provided, the description carries the full burden and does well: it discloses the return payload ('the tile and a 2x2 preview') and the billing model ('$0.10 USDC via x402, charged only on success'), which is exactly the kind of non-schema behavior an agent needs. It stops short of stating input limits, failure modes, or turnaround, so not a 5.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The operative content (tile creation, seam handling, return value, price) is front-loaded in three tight sentences. The trailing 'Part of Texture tools' blurb is suite marketing that dilutes focus for this specific tool, though it does supply family context.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
With no output schema and no annotations, the description compensates by describing the return value and the pay-per-success model. Given a 4-parameter, zero-required tool whose inputs are fully documented in the schema, the remaining gap is only input constraints (max image size/dimensions) rather than anything blocking correct invocation.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 100%, so the baseline is 3; each of image, imageUrl, delight, and blendWidth is already documented in the schema. The description reinforces the intent ('removes baked lighting', 'hides the seam along the path where the image already matches') but adds no format, range, or interaction detail beyond the schema.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The first sentence gives a specific verb and resource ('Make a texture tile without visible seams') plus the mechanism (lighting removal, seam blending), which is clearly distinct from PBR-map or atlas generation. The closing family sentence sketches sibling capabilities (PBR maps, channel packing, atlases) but never names the sibling tools directly, so differentiation is inferred rather than explicit.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
Usage is implied by the outcome ('make a tile without visible seams'), and the family line hints at the PBR/atlas alternatives, but there is no explicit when-to-use / when-not-to-use statement or prerequisite (e.g. input resolution limits, when to prefer texture_tools_pbr). Adequate but leaves routing to inference.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
Tool Schema Changelog
Recent tool additions, removals, and schema changes observed during successful MCP inspections.
12 tool updates
- Added
audio_tools_clean - Added
audio_tools_loop - Added
audio_tools_variations - Added
font_tools_bitmap - Added
glb_optimizer_convert - Added
glb_optimizer_lod - Added
store_assets_icons - Added
store_assets_steam - Added
texture_tools_atlas - Added
texture_tools_pack - Added
texture_tools_pbr - Added
texture_tools_seamless
17 tool updates
- First observed
asset_render_sprites - First observed
asset_render_turntable - First observed
asset_render_views - First observed
forge_help - First observed
glb_optimizer_inspect - First observed
glb_optimizer_optimize - First observed
glb_optimizer_optimize_large - First observed
leaderboard_boards - First observed
leaderboard_topup - First observed
level_design_catalog - First observed
level_design_place - First observed
level_design_place_2d - First observed
level_design_revise - First observed
level_design_revise_2d - First observed
sprite_tools_pack - First observed
sprite_tools_pixelate - First observed
sprite_tools_slice
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