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Beckett — MCP for Godot

by beckettlab

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    TDQS

    A3.8/5.0

    Scored across 55 tools

    Disambiguation4/5

    Most tools target a distinct resource+action (scene nodes vs runtime nodes vs files vs signals), and the few close pairs like read_file/read_script and write_file/write_script are disambiguated by validation and scope details. No cluster of tools appears to do the same thing.

    Naming Consistency4/5

    The set overwhelmingly uses snake_case verb_noun names (create_node, set_property, get_remote_tree), with only minor deviations like logs_read, ui_snapshot, game_logs, and single-word help/doctor. The pattern is predictable enough for an agent to guess tool names reliably.

    Tool Count2/5

    At 55 tools, this is well into the 'too many' range and will consume significant agent context just to enumerate the surface. The tools are all domain-relevant, so it is not an extreme mismatch, but the set is considerably heavier than typical MCP servers.

    Completeness4/5

    The surface covers the core Godot loop: file/project editing, scene/node lifecycle, script validation, play/stop, runtime inspection, logging, screenshots, and render diagnostics. Notable gaps are file deletion/renaming and a dedicated runtime property setter (find_nodes even references runtime_set_property that is not exposed), but most workflows can be completed via call_method or set_property.

    Maintenance

    ActivityActive
    ResponsivenessResponsive