Godot Agent Loop
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TDQS
Scored across 20 tools
Most tools are clearly distinct by domain (editor vs running game vs inspect), but get_debug_output, game_get_errors, game_get_logs, and game_get_debug_output-type overlap in capturing output, creating ambiguity. game_scenario and game_wait_until have identical placeholder descriptions ('Property waits need reflection'), making them indistinguishable.
The naming is mixed: most use verb_noun snake_case (get_godot_version, run_project), but several 'game_*', 'godot_*', and 'editor_*' prefixes follow different conventions, and 'verify_project' vs 'run_project_tests' use similar verb phrases for different actions. The game_* group is consistent internally but the prefixes across the server are arbitrary.
20 tools is on the high end but defensible for the apparent scope of controlling a Godot editor session, running tests, and inspecting a live game. It's slightly heavy, likely bordering the 16-25 range, but each tool maps to a plausible action in the workflow.
The surface covers the full lifecycle well: editor control (session, transaction) is paired with run/stop project, and inspection tools (scene tree, UI, node info, screenshot) cover runtime diagnosis. Minor gaps exist—there's no explicit save/closing_session tool, and debug/log/error retrieval is spread awkwardly across get_debug_output, game_get_errors, and game_get_logs—but core workflows are covered.