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klyo games: publish HTML5 browser games

Game cover in the catalogue

klyo_game_cover

Set the tile players recognise the game by in the catalogue. Frames are screenshots FROM YOUR RUNNING GAME: we take them ourselves once the game is live at its own address, so they appear only AFTER release (klyo_publish_game), not during it. Call without klatka to get the list of available frames with their addresses; show them to the account owner, or look at them yourself and pick one that shows gameplay rather than the title screen. Then call again with its number. We deliberately do not accept a custom image: the cover must show what the player will really see after clicking. Retouched art that does not match the game is a reason for taking the game down.

Examples: • Show frames to choose from for the cover of lantern-thief • Set the second frame as my game's cover • My game has no image in the catalogue, fix it

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
slugYesGame address on the account, for example lantern-thief (from klyo_my_games).
klatkaNoNumber of the frame to set. OMIT it to get the list of frames to choose from first.

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed2 schema fields changed
    • changedInput schema / properties / klatka / description
      Previous value: -"Numer klatki do ustawienia. POMIŃ, żeby najpierw dostać listę klatek do wyboru."New value: +"Number of the frame to set. OMIT it to get the list of frames to choose from first."
    • changedInput schema / properties / slug / description
      Previous value: -"Adres gry na koncie, np. lantern-thief (z klyo_my_games)."New value: +"Game address on the account, for example lantern-thief (from klyo_my_games)."
  2. Added

TDQS

A4.8/5.0
Behavior5/5

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

Beyond the annotations' readOnlyHint=false, the description discloses key behavior: frames are captured by the system once the game is live, the first call lists rather than mutates, and setting a mismatched cover can lead to the game being taken down. It also makes the no-custom-image policy explicit, which is a constraint an agent could not infer 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.

Conciseness4/5

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

The description is longer than minimal, but every sentence contributes a distinct fact: purpose, release timing, selection workflow, and content policy. It is front-loaded with the action and uses examples compactly; it could be tightened slightly, but nothing is filler.

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

Completeness5/5

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

For a two-parameter tool with no output schema, this definition covers the full call sequence, prerequisites, the source of frames, and the policy that governs acceptable covers. The examples also show natural user phrasings, leaving little ambiguity about how to invoke the tool.

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

Parameters4/5

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

The schema already covers both parameters at 100%, so the baseline is 3. The description adds value by explaining that omitting 'klatka' returns a list of frame addresses and that the number selects one of those frames, with an example showing 'the second frame' as the argument.

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

Purpose5/5

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

The description names a specific action ('Set') and resource ('the tile players recognise the game by in the catalogue'), so the role of the tool is immediately clear. It also distinguishes klyo_game_cover from generic update tools by explaining its unique mechanism: covers must be screenshots from the running game, never custom images.

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

Usage Guidelines5/5

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

It gives an explicit two-phase workflow: call without 'klatka' to list available frames, then call again with the chosen frame number. It also states the temporal precondition (frames exist only after klyo_publish_game) and the hard exclusion (no custom images), giving the agent clear when-to and when-not-to guidance.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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