mcp-defold
Related Servers
Alternatives to mcp-defold
No user-submitted related servers found.
Related Servers
- FlicenseNot gradedqualityCmaintenanceMCP server that gives AI agents comprehensive control over local Defold game projects, including inspecting, editing, searching, building, and running the project.1-
- AlicenseNot gradedqualityDmaintenanceMCP server for automated Godot 4 game testing. Enables launching games, capturing errors, and verifying changes from Claude Code or any MCP client.1MIT
- AlicenseNot gradedqualityAmaintenanceThis MCP server enables real-time debugging and inspection of running React Native apps, providing access to console logs, errors, network requests, navigation state, storage, and performance profiling.1MIT
- FlicenseCqualityBmaintenanceCustom MCP server for automating Godot Engine 4.x, enabling direct scene manipulation, node inspection, GDScript injection, and runtime testing via a WebSocket bridge.63-
- FlicenseNot gradedqualityAmaintenanceMCP server for Decky Loader plugin development, providing tools to build, deploy, debug, and capture screenshots/recordings on a Steam Deck via commands like deck.deploy and deck.captureScreenshot.2-
- AlicenseNot gradedqualityBmaintenanceMCP server for safety-first automation and app QA, exposing deterministic tools to control graphical apps, browsers, terminals, Android devices, VMs, and SSH hosts.2 npmApache 2.0
TDQS
Scored across 9 tools
Each tool targets a distinct action or output channel, and the descriptions clarify the differences between launching, starting past menus, input, and observation. The only mild ambiguity is between defold_run and defold_start, since both relate to beginning a session, but their roles are clearly separated by the front-end skip distinction.
All tools share the defold_ prefix and use lowercase snake_case, which makes the set feel uniform. However, the second part mixes imperative verbs (run, stop, start, test) with nouns (input, screen, state, log, bridge), so the pattern is not perfectly consistent.
Nine tools is well-scoped for a game debugging bridge: build/launch, control, screen/state/log introspection, raw passthrough, and test execution are all covered without unnecessary duplication or bloat.
The tool surface covers the full lifecycle of a bridged Defold session: launching, stopping, advancing past menus, sending input, reading frames/state/logs, issuing arbitrary bridge commands, and running headless tests. The raw bridge passthrough fills any long-tail gaps, so there are no obvious dead ends.