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Create a SpriteForge project

create_project

Create a new SpriteForge project with optional style settings. Only name is needed; the rest can be set later with update_project.

Input Schema

NameRequiredDescriptionDefault
nameYesProject name.
lightNoDefault light direction, e.g. "Top-left".
styleNoThe project's art-style line, e.g. "chunky 16-bit fantasy, warm palette". Generations in this project follow it.
outlineNoDefault outline style: "Dark-tinted" (optionally "Dark-tinted:<darkness 0-100>"), "Black" or "None".
paletteNoThe project palette as hex colours. Generations can be locked to it.
descriptionNoWhat the game or project is - setting, mood, audience.

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observed

TDQS

A4/5.0
Behavior3/5

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

Annotations already declare this is a non-read-only, non-destructive, non-idempotent, closed-world operation. The description adds that optional settings can be deferred, which is useful context, but says nothing about what is returned (a project id?) or that repeated calls create duplicate projects — the key consequence of idempotentHint=false for a creation tool with no output schema.

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

Conciseness5/5

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

Two short sentences, front-loaded with the action, with zero repetition or filler. Nothing could be removed without losing information.

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 low-complexity creation tool with full schema coverage and annotations covering safety, the essentials are present. The one meaningful omission is what the agent receives back and whether duplicate names are allowed, which matters because this is non-idempotent.

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

Parameters3/5

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

Schema description coverage is 100%, so every parameter (name, light, style, outline, palette, description) is already documented with examples and formats. The description only restates that these are optional style settings; it adds no syntax or interaction detail beyond the schema, so the baseline 3 applies.

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?

States a specific verb and resource ('Create a new SpriteForge project') plus the scope of the creation ('with optional style settings'). The explicit reference to update_project for later edits separates it from the mutating sibling without the agent having to compare schemas.

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?

'Only name is needed; the rest can be set later with update_project' is a concrete rule for when to supply optional fields versus deferring, and names the alternative tool. It stops short of stating exclusion cases (e.g., when to skip creation and use an existing project via list_projects/get_project), so not a 5.

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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