Aseprite MCP
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TDQS
Scored across 156 tools
Many tools target clearly distinct resources and actions, and the descriptions sharply differentiate most overlaps (e.g. add_outline vs outline_smart vs glow, or add_drop_shadow vs cast_shadow). However, with 156 tools the set has several neighboring export, shading, and drawing families whose boundaries require careful reading, increasing misselection risk.
The tool names overwhelmingly use a consistent snake_case verb_noun pattern, such as export_png, add_layer, set_frame_duration, and validate_loop. A few names depart from the pattern or use noun/adjective forms (health_check, gui_available, outline_smart), but the convention remains predictable.
156 tools is far beyond any reasonable scoped surface and falls into the extreme mismatch band (50+ tools). Even for a complex Aseprite integration, this many tools overwhelms selection and context management despite the high quality of individual descriptions.
The surface covers the domain extremely thoroughly: sprite creation, layers, frames, tags, palettes, tilemaps, selections, drawing primitives, shading, animation timing, validation, and many export targets including game-engine and Minecraft formats. There are no obvious dead ends for core Aseprite editing or asset-export workflows.