Skip to main content
Glama

Read the graveyard

get_graveyard

Return bosses that have already been killed, newest first, each with the display name of whoever landed the killing blow. That engraving is permanent and is the only thing anyone actually wins. Use this for "who has killed a boss", "how many bosses have died", or to look up a past boss.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
limitNoHow many graves to return. Defaults to 10.

TDQS

A3.9/5.0
Behavior4/5

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

With no annotations present, the description carries the behavioral burden. It discloses sort order, result contents, and the permanence of the killing-blow record, which implies an immutable historical read. It does not mention auth, rate limits, or empty-result behavior, but those are minor for a simple read tool.

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

Conciseness4/5

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

The core behavior is front-loaded in the first sentence, the second adds useful permanence context, and the third provides clear use cases. All sentences earn their place, with only the rhetorical phrase about the only thing anyone wins giving it slight extra flavor rather than purely operational detail.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness4/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a single-optional-parameter read tool with no output schema, the description adequately conveys the return shape, ordering, and intended use cases. It could have explicitly noted how limit applies or what an empty graveyard looks like, but those are minor gaps given the tool's simplicity.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

The only parameter, limit, is fully documented in the schema with a range and default value, so schema coverage is 100%. The description itself does not add extra parameter semantics, but none is necessary beyond what the schema already provides.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description clearly states that the tool returns bosses already killed, newest first, each with the display name of the killer. It is semantically distinct from siblings like get_boss and get_leaderboard, though it does not explicitly name or contrast them.

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

Usage Guidelines4/5

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

The description gives concrete use cases: who killed a boss, how many bosses have died, and looking up a past boss. It does not provide exclusions or name alternative tools for different scenarios, 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.

Try in Browser

Glama MCP Gateway

Add one secure layer between your agents and this server.

TDQS

A4.4/5.0
Disambiguation5/5

Each tool addresses a distinct resource or action: checkout flow tools, boss state tools, leaderboard/graveyard views, wallet balance, and the pixel. No two tools could plausibly be confused, and smack_boss's paid/free modes are clearly documented within a single tool.

Naming Consistency5/5

All tool names are snake_case and follow a clear verb_noun pattern: get_* for state queries, create_checkout/check_purchase for the payment flow, list_packs for catalog, and smack_boss for the action. The naming is uniform and predictable.

Tool Count5/5

Nine tools cover the full surface of this server: commerce (list/create/check/wallet), combat (smack/get boss), and meta views (leaderboard/graveyard/pixel). Nothing feels redundant, and the count is appropriate for a focused game/payment server.

Completeness5/5

The domain is fully covered: users can discover packs, pay, verify payment, spend smacks, observe boss state, and view historical results. The intentional omission of a pixel purchase tool is documented as a design decision, and all core workflows have no dead ends.