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game_key_release

Release a held key or input action in Godot, stopping its active state.

Instructions

Release a previously held key

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
keyNoKey name to release
actionNoGodot input action name to release

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.0.0

TDQS

A3.5/5.0
Behavior2/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

No annotations are provided, so the description carries the full burden of behavioral disclosure. It names the core state change (releasing a key), but says nothing about invalid keys, no-op behavior when nothing was held, whether key and action are mutually exclusive, or ordering/timing relative to a hold. This is a significant gap for a state-mutating tool.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is a single, front-loaded sentence with no filler. Every word contributes to the core meaning, making it immediately scannable for an agent.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness3/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a two-parameter, no-output, no-annotation tool, the description is usable but thin. It omits failure behavior, what happens if neither parameter is provided, and the explicit relationship to game_key_hold. Some of this is inferable from sibling names and schema, so it is not severely incomplete, but real gaps remain.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema description coverage is 100%, so the schema already documents the two parameters with meaningful descriptions such as 'Key name to release' and 'Godot input action name to release.' The tool description adds no extra parameter-level semantics, such as whether both parameters are alternatives or how to choose between them.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description states a concrete action and target: 'Release a previously held key.' The phrase 'previously held' clearly scopes it to the counterpart of game_key_hold/game_key_press, distinguishing it from sibling input tools without being tautological.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines3/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The phrase 'previously held' implies the tool is meant to be used after game_key_hold or game_key_press, but it never explicitly says when to use it versus alternatives, nor does it mention conditions like 'only after a successful hold.' Usage context is implied, not stated.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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