Balatro Agent vs Godot MCP Runtime
A side-by-side look at the Balatro Agent and Godot MCP Runtime MCP servers: transport, auth, tools, quality signals, and the config to install either one in Claude, Cursor, Windsurf or VS Code.
Verdict: choose Balatro Agent for gaming work as a local process; choose Godot MCP Runtime for gaming as a local process. You can also run both side by side in one mcpServers block.
Which MCP server should you choose?
Choose Balatro Agent when
- You need dedicated capabilities in the Gaming domain.
- You prefer a local stdio subprocess transport.
- Its auth model fits you: No auth required.
- You want tools like
connect, disconnect, balatro_select_blind.
Choose Godot MCP Runtime when
- You need dedicated capabilities in the Gaming domain.
- You prefer a local stdio subprocess transport.
- Its auth model fits you: No auth required.
- You want tools like
launch_editor, run_project, attach_project.
Feature & specification comparison
Rows where the two servers differ are marked.
| Spec | ||
|---|---|---|
| Category | Gaming | Gaming |
| Quality signal | 65/100 · Great | 69/100 · Great |
| Install command | Confirmed | Confirmed |
| Transport | Local subprocess (stdio) | Local subprocess (stdio) |
| Auth | No auth required | No auth required |
| Pricing | Free | Free |
| Required env vars | None listed | None listed |
| Verified owner | Community listing | Community listing |
| GitHub stars | 21 | 93 |
| Directory activity | 1 views 0 installs 0 upvotes | 5 views 0 installs 0 upvotes |
| Tools | 27 | 39 |
| Full listing | View Balatro Agent | View Godot MCP Runtime |
Tools & capabilities
Balatro Agent tools 27
connectConnect to a live Balatro instance and keep its bridge socket open. Read balatro://instances for the current indices and pass instance_index, or omit it when exactly one instance is running. Connecting changes no default: actions and live resources address instances by instance_index and open their own sockets on demand.disconnectRelease the bridge socket held for a live Balatro instance. Read balatro://instances for the current indices and pass instance_index, or omit it when exactly one instance is running. Nothing else changes: later actions and resource reads reconnect on demand.balatro_select_blindSelect the current blind to begin the round.balatro_skip_blindSkip the current blind, forfeiting its cash reward in exchange for a tag reward.balatro_play_handPlay the selected cards as a poker hand, scoring them against the blind's chip target.balatro_discard_handDiscard the selected cards and draw replacements, consuming one discard for the round.balatro_reroll_shopReroll the shop offerings, spending the current reroll cost.balatro_reroll_bossReroll the upcoming Boss Blind for $10 during blind selection. Requires Director's Cut (once per Ante) or Retcon (unlimited rerolls), sufficient spendable money, and no reroll already in progress.balatro_leave_shopLeave the shop to end the round.balatro_cash_outCash out round-end rewards.balatro_skip_boosterClose an open booster pack, forfeiting remaining picks.balatro_restartRestart the current run with the same deck, stake, and seed.- +15 more on the listing page
Godot MCP Runtime tools 39
launch_editorOpen the Godot editor GUI for a project for the human user. Use only when the user explicitly asks to "open the editor"; for any agent-driven work, use the headless scene/node tools (add_node, set_node_properties, etc.) instead - the editor cannot be controlled programmatically. Returns plain-text confirmation after spawning the editor process. Errors if projectPath has no project.godot.run_projectSpawn a Godot project as a child process with stdout/stderr captured. Required before take_screenshot, simulate_input, get_ui_elements, run_script, or get_debug_output. Set profiling: true at launch to enable the profiler tools. Use attach_project for one you launched yourself. Verifies MCP bridge readiness before returning success. Returns status with the assigned bridge port. Call stop_project when done. Errors if projectPath is not a Godot project or another session is already active.attach_projectInject the MCP bridge into a Godot process you launch yourself, then wait up to 20s for the bridge to start listening and up to 45s total once it has, so a large project's cold start is absorbed; a port that listens but answers no ping gives up sooner. Call BEFORE Godot launches - Godot reads autoloads only at process start, so a late call returns "bridge did not respond." Recommended pattern: kick off the Godot launch in parallel with this call so the wait absorbs startup. Prefer run_project unless MCP must not spawn Godot. Only one attach session is supported per project at a time (attach mode has no env-var channel, so port and token must be baked into the one shared script); a second attach_project on a project another session already attached to is refused, naming that session. Returns plain-text status with the resolved bridge port. Call detach_project or stop_project when done.detach_projectClear attached-mode runtime state and remove the injected McpBridge autoload. Does NOT stop the manually launched Godot process - that stays running. Use after attach_project when you are done driving the game from MCP. For spawned sessions (run_project), use stop_project instead. Mostly optional now: when the bridge disconnects (you closed Godot), the next runtime tool call probes once and ends the attached session itself, removing the autoload. Calling it afterwards still succeeds idempotently, wording the message to distinguish "an attached session existed and already ended" from "this server never attached to a project". Returns: message confirming detach plus externalProcessPreserved (always true here - that is the point of detach vs stop_project). Errors only when a spawned session is what is active; use stop_project for those.get_debug_outputGet captured stdout/stderr from a spawned Godot project. Use whenever runtime tools fail unexpectedly - script errors, missing nodes, and crash backtraces all surface here. Still works after the process exits or crashes: the session clears itself on exit but the captured logs are retained until stop_project. Requires run_project (not attach_project; attached mode does not capture output). Returns: output/errors (last `limit` lines each, default 200), running (false after exit, null when attached), exitCode after exit, attached:true with empty arrays in attached mode.stop_projectStop the spawned Godot project and clean up bridge state. Call when done with runtime testing, even after a crash, and even if you closed the Godot window yourself: it frees the process slot and clears the flag blocking scene-editing tools. A process that exited on its own already removed the bridge autoload at that moment, and this still succeeds - it reports alreadyExited:true with the exit code and the logs captured before the exit, and leaves a finished profiler capture readable. Attached sessions detach without killing the external process. Returns: message, mode, externalProcessPreserved, alreadyExited, exitCode (already-exited case), and condensed finalOutput/finalErrors (capped at 200); get_debug_output has the full log. Errors only when there is no session and no exited process to report.take_screenshotCapture a PNG of the running viewport. responseMode: preview (default - saves full PNG, returns bounded inline preview at 960x540), full (full inline PNG; use for small text or pixel-level inspection), path_only (saved-path only, no inline image). Saved under .mcp/godot-runtime/screenshots/ (persists after stop_project). Returns: inline image block (full/preview modes), plus path and size of the saved PNG; previewPath/previewSize in preview mode; warnings for non-fatal runtime errors. Errors if no session or bridge times out (default 10000ms).simulate_inputSimulate sequential input in a running project and report what each action did. Action `type`: key, mouse_button, mouse_motion, click_element, action, text, wait. For key/mouse_button/action, omit `pressed` to tap (press+release); set it to hold or release. click_element resolves by node path/name (see get_ui_elements), not visible text. Returns: results[] per action with ok, timing, signals fired, the Control hit, UI `changes` (appeared/disappeared/changed), `watch` samples, and `errors` from input handlers (spawned sessions only). Invalid batches inject nothing; a runtime failure stops the batch and skips the rest.get_ui_elementsWalk the running scene tree and return all Control nodes with positions, sizes, types, and text content. Always call this before simulate_input click_element actions to discover valid element names and paths. Requires an active runtime session (run_project or attach_project). visibleOnly defaults true; pass false to include hidden Controls. filter narrows by class. Returns: elements[] with path/type/rect/visible plus optional text/disabled/tooltip.run_scriptExecute a custom GDScript in the live running project with full scene tree access. Requires an active runtime session. Script must extend RefCounted and define func execute(scene_tree: SceneTree) -> Variant. Return values are JSON-serialized (primitives, Vector2/3, Color, Dictionary, Array, and Node path strings). Use print() for debug output - it appears in get_debug_output, not in the result. In spawned mode, stderr runtime errors escalate to errors (when the script returns null) or surface as warnings. Returns: { success, result, warnings?, tip? } where result is the JSON-serialized return value of execute().list_autoloadsList all registered autoloads in a project with paths and singleton status. Use first when diagnosing headless failures - broken autoloads crash all headless ops, so this tells you what is loaded. No Godot process required (reads project.godot directly). Returns: [{ name, path, singleton }].add_autoloadRegister a new autoload in a project. autoloadPath accepts "res://..." or a project-relative path (auto-prefixed). singleton defaults true (accessible globally by name). No Godot process required. Warning: autoloads initialize in headless mode - a broken script will crash every subsequent headless op; validate before adding. Returns plain-text confirmation with the registered name, path, and singleton flag. Errors if an autoload with the same name already exists; use update_autoload to modify.- +27 more on the listing page
Ready-to-paste client configs
Paste either block (or both) into your client config, e.g. claude_desktop_config.json or ~/.cursor/mcp.json. We only show a config when the install command is confirmed.
Balatro Agent
{
"mcpServers": {
"balatro-mcp": {
"command": "npx",
"args": [
"-y",
"balatro-mcp"
]
}
}
}
Godot MCP Runtime
{
"mcpServers": {
"erodenn-godot-mcp-runtime": {
"command": "npx",
"args": [
"-y",
"godot-mcp-runtime"
]
}
}
}
Frequently asked questions
Balatro Agent is categorized under Gaming and uses a local stdio subprocess. Godot MCP Runtime belongs to Gaming and uses a local stdio subprocess. Pick Balatro Agent for gaming work and Godot MCP Runtime for gaming.
Copy the mcpServers block from the config section on this page into your client's config (for example claude_desktop_config.json or ~/.cursor/mcp.json), then fully restart the client.
Balatro Agent is listed as free. Auth: no auth required. Godot MCP Runtime is listed as free. Auth: no auth required. If a server needs environment variables such as API keys, define them under the env key in your client's MCP config.
Yes. MCP clients support multiple servers: add balatro-mcp and erodenn-godot-mcp-runtime as separate keys in the same mcpServers object, and your assistant will call tools from either one.
On AllMCPs, Balatro Agent has a quality signal of 65/100 (Great) with 1 views, 0 installs and 21 GitHub stars. Godot MCP Runtime has 69/100 (Great) with 5 views, 0 installs and 93 GitHub stars.