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    TDQS

    A3.5/5.0

    Scored across 85 tools

    Disambiguation4/5

    The set is large but the scene_/editor_/playtest_ prefixes and add/list/set/remove verbs make nearly every tool target a distinct resource+action (e.g. scene_add_skill vs scene_add_creature_skill vs scene_list_skills). A few pairs blur: scene_add_image / scene_add_text_box / scene_add_client_ui all put things on screen, and scene_set_camera / scene_set_class both touch cameras, though the long descriptions spell out the boundaries.

    Naming Consistency4/5

    Most tools follow a consistent snake_case verb_noun pattern with a domain prefix (scene_add_*, scene_list_*, scene_set_*, playtest_*). Deviations are minor: catalog tools are noun-only (effect_catalog, sound_catalog, creature_animations) and a few top-level tools lack prefixes (list_maps, inspect_map, write_graphs).

    Tool Count2/5

    85 tools is far beyond a comfortable surface for an agent to reason over, even for a rich game-editor domain spanning scene building, UI, scripting, playtests and publishing. scene_batch and playtest_start consolidate some workflows, but selection overhead and description volume remain heavy.

    Completeness4/5

    Coverage is strong across the lifecycle: create/read/update for prefabs, components, skills, items, currencies, shops, signals, timers, UI and scripts, plus read-only listers for nearly every resource and a full playtest/publish loop. Gaps are minor but real: no deletion/update tools for items, currencies, skills or signals, and some skill/item features (combos, cooldowns on definitions, equipment) are explicitly not supported.

    Maintenance

    ActivityMaintained
    ResponsivenessNo issues