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Glama

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
MCP_DEFOLD_DEFAULTNoPicks the default project
MCP_DEFOLD_PROJECTSNoOverrides the path to the projects registry file

Instructions

Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.

This server publishes no instructions, or was last inspected before Glama recorded them.

Capabilities

Features and capabilities supported by this server

Protocol revision2025-11-25

CapabilityDetails
tools
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
defold_runA

Build the target project with the debug bridge enabled and launch it (windowed, detached). Returns when the bridge answers (~30-90s with a build). Pass skip_build=true to relaunch the last build fast. If a bridged game is already running, stop it first with defold_stop.

defold_stopB

Quit the running bridged game cleanly (sends the bridge quit command).

defold_startA

Begin a run, skipping the game's front-end (title menu / character creation) via the bridge start command, which GUI input can't reach. options is passed through to the game's bridge; what it accepts is per-game (a new-game seed, a character build, a scenario id).

defold_inputA

Press one or more input triggers in the running game, in order, then return the screen. Trigger ids are the game's action ids from its input bindings (e.g. key_w, key_e, key_space). NOTE: bridge input drives the in-game controller, not the GUI front-end; use defold_start to get past menus first.

defold_screenA

The running game's current screen as a composed text frame: whatever view the game's bridge composes (an ASCII map + HUD for a glyph game, a score readout for an arcade game).

defold_stateB

Compact state of the running game as JSON. Fields are game-defined (position, health, score, flags, whatever the bridge reports).

defold_logB

Tail of the running game's mirrored debug log.

defold_bridgeA

Raw bridge command passthrough for anything the named tools don't cover. cmd = the bridge command string; args = an object merged into the request. Returns the frame (if any) or the JSON response.

defold_testA

Run the project's headless test suite (if a testScript is registered). Returns the tail of the output when the suite passes; a non-zero exit is a tool ERROR carrying the exit code and the same tail. Widen tail when the failing assertion is further up than the default window. Can take minutes.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

TDQS

A3.9/5.0

Scored across 9 tools

Disambiguation4/5

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.

Naming Consistency4/5

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.

Tool Count5/5

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.

Completeness5/5

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.

Maintenance

ActivityActive
ResponsivenessNo issues