spawn-mcp
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TDQS
Scored across 40 tools
The 40 tools are mostly distinguishable by domain prefix and explicit descriptions, but several clusters can be confused: spawn_exec vs spawn_play_eval vs spawn_client (read-only JS vs browser JS vs client verbs), and spawn_logs vs spawn_play_console (room script logs vs browser console). Status tools also overlap across domains (spawn_status, spawn_play_status, spawn_client_status, spawn_savi_status). Descriptions mitigate but do not fully remove ambiguity.
All names use a consistent spawn_ prefix and snake_case, making grouping predictable. However, the token pattern is not uniformly verb_noun: some are domain_action (spawn_play_open, spawn_asset_sync), others are verb_noun (spawn_create_game, spawn_list_games), and a few are bare nouns or phrases (spawn_me, spawn_getting_started). This is mostly consistent with minor deviations.
40 tools is well above the 3–15 sweet spot and exceeds the 25-tool threshold for 'too many', even for a complex development platform. The surface covers many sub-domains (auth, project, play, client, audit, asset, Savi), each adding tools that could have been consolidated under fewer multiplexed commands. The count feels heavy and increases selection cost.
The surface covers the major lifecycle stages: auth, game creation/selection, project provisioning, push/pull/validate, live-room interaction, play-browser control, skills, audits, asset bank, and Savi delegation. However, a referenced tool (spawn_team_status) is absent, and there is no explicit game/variant deletion or team-management surface, leaving minor dead ends. Otherwise coverage is strong.