Godette
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TDQS
Scored across 52 tools
Most tools are clearly distinct by their target (scenes, nodes, resources, project config, runtime, files). However, there is some overlap between find_resource and find_resources_of_type (explicitly an alias), and read_file vs list_dir vs find_file could be confused for file browsing. Overall, the domains are well-separated.
The naming convention is mostly verb_noun (e.g., get_scene_tree, find_node, create_scene, modify_node_property) with a few exceptions like onboarding, rescaffold_plugin (verb alone), and switch_mode. The verb choice is mostly consistent (get/find/create/insert/delete/modify) but there are mixed verb styles (add_node vs create_scene, remove_node vs delete_lines).
With 52 tools, the server is on the heavy side, even for a comprehensive Godot IDE integration. While many tools are domain-appropriate screens, resources, file editing, runtime—the count is excessive and may overwhelm an agent. It could be trimmed to ~30-40 by consolidating overlapping operations (e.g., find_resource/find_resources_of_type, insert_after_symbol/insert_before_symbol).
The tool surface is impressively complete for the stated purpose: it covers static scene/resource inspection, file manipulation, symbol-level code editing, project configuration, and runtime control/debugging (run, stop, state capture, screenshot, console). It even includes signal tracing and mode switching. No major dead ends or missing lifecycle operations are apparent.