Phaser Editor MCP Server
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TDQS
Scored across 61 tools
Each tool has a clear, distinct purpose, with domain prefixes (assets, ide, scene) and specific actions. Despite the large number, there is no overlap in functionality; every tool targets a unique operation on a specific resource type.
All tool names follow the consistent pattern of <domain>_<action>_<object> in snake_case, such as 'assets-add-google-font-to-asset-pack' and 'scene-delete-game-objects'. The naming is uniform and predictable.
With 61 tools, the server is extremely heavy. This far exceeds the typical well-scoped range (3-15) and even the 'too many' threshold of 25+, making it overwhelming for an agent to navigate efficiently.
The tool set provides comprehensive coverage of the Phaser Editor domain, including asset management, scene creation/editing, prefab handling, tilemap operations, physics bodies, and object lists. All common lifecycle operations (create, read, update, delete) are present.