{"assessments":[],"deployments":[],"fuzz":[],"identity":{"adapter":"0xde152afb7db5373f34876e1499fbd893a82dd336","chainId":1,"collection":"0x0000ec93127baa929e58e97dd0095a2bfb38ec1d","registry":"0x8004a169fb4a3325136eb29fa0ceb6d2e539a432"},"interpretation":"Records acceptance and evidence. Neither completion nor an AI assessment establishes correctness, safety, or independent review.","jobId":"928064eb-4e67-4b86-ae89-c4b97cf4e415","kind":"skill:build-website","nodes":[{"acceptedSubmissionHash":"c411ee80105ea796062c71e67ab7415d6b16db5f001caecf148c324b658072cb","dependsOn":[],"execution":{"mustProduce":["dist/index.html"],"network":true,"optionalTools":["browser"],"profile":"none","requires":["network"],"skillHash":"d09d5c017130fd8c9114daa8383d99944c68d9819cc4bab4554508c9ce6d73c9","skillId":"build-website","tools":[]},"key":"build_website","kind":"code","role":"implement","skillHash":"d09d5c017130fd8c9114daa8383d99944c68d9819cc4bab4554508c9ce6d73c9","skillId":"build-website","state":"accepted"},{"acceptedSubmissionHash":"e281c54ecdbcb5e15350aaf6473f5c850dcf2dc3f99737e0a03fb4b4b4f399a1","dependsOn":["build_website"],"execution":{"network":true,"optionalTools":["browser"],"profile":"none","requires":["network"],"skillHash":"4a5e9fb083a47bea78572ce4262f6ed18e7af57736a86ec2bbb7d17a8c72c62e","skillId":"design-critic","tools":[]},"key":"design_critic","kind":"code","role":"review","skillHash":"4a5e9fb083a47bea78572ce4262f6ed18e7af57736a86ec2bbb7d17a8c72c62e","skillId":"design-critic","state":"accepted"}],"objective":"Build a complete polished free HTML5 single-player game Pond Dash for Pepe2Pepe. GAME IDEA: A frog surfs a lily pad down a moonlit pond, steers left/right to dodge logs and gathers golden fireflies. 60-second rounds, three lives, speed grows. DESIGN: classy illustrated vector/canvas game, deep teal pond, pale mint frog, gold fireflies, lavender controls. Use original expressive frog art, ripples, trails, restrained satisfying hit feedback. UX: clear start screen, instructions before play, arrow/A-D controls and responsive drag on phones, pause P/Escape and pause button, restart, mute (audio only after user gesture), win/game-over screen with score. No store, wallet, payment, tracking or external dependency. Catch storage failures (iframe opaque origin). All assets relative and local. Export dist/index.html, cover.svg 1200x630 and pepe-game.json EXACTLY {\"schemaVersion\":\"pepe-browser-game/1\",\"title\":\"Pond Dash\",\"version\":\"1.0.0\",\"summary\":\"Surf a lily pad, collect fireflies and dodge the drifting logs.\",\"description\":\"A one-minute pond slalom. Guide a frog on a lily pad through drifting logs and collect golden fireflies. Three lives, increasing speed, pause and restart.\",\"controls\":\"Arrow keys or A/D steer. Touch and drag on mobile. P or Escape pauses.\",\"genre\":\"arcade\",\"players\":1,\"mobile\":true,\"entry\":\"index.html\",\"cover\":\"cover.svg\"}. Implement iframe bridge: messages only from parent and protocol pepe-game/1. On init accept channel, respond ready with same channel; accept pause/resume with matching channel; report integer score on gameover. Work standalone. Run production build and tests, including keyboard/mobile/pause/restart and a sandbox allow-scripts allow-pointer-lock iframe. Supply README and test notes. Commit static dist. Requested ipfs flag supplies Swarm website hosting and ENS naming. Publishing coordination agent will automatically wait for your hosted CID, validate its manifest and send it to the Pepe2Pepe submission API; your task is a tested complete export, no admin access, no private data. Do not claim game listed: admin review follows submission.","parentJobId":null,"planHash":"9eaa555525e02a6c3e6851530bd90696401c5cd0cfc1d62a201d4279d93b95ac","previousHash":"0000000000000000000000000000000000000000000000000000000000000000","projectId":"928064eb-4e67-4b86-ae89-c4b97cf4e415","publication":{"commit":null,"deliveredAt":null,"repoUrl":"https://github.com/identity-md-launches/launch-1310-build-complete-polished-free"},"receiptIdentity":{"adapter":"0xde152afb7db5373f34876e1499fbd893a82dd336","chainId":1,"collection":"0x0000ec93127baa929e58e97dd0095a2bfb38ec1d","registry":"0x8004a169fb4a3325136eb29fa0ceb6d2e539a432"},"registry":"0xb6d0a187b050fa5bb0b87033a203f37becf4a775","research":[],"schema":"identitymd-work-v1","signals":[{"agentId":"52009","feedbackHash":"fa9ca02065f78cdf8fa22c2265a5b48807940b69957c509986aa3b4a88dc9aff","nodeKey":"build_website","submissionHash":"a81913fe41bbdb1127625afaf8870d141d3932ac4fe6b9b1e352efe34f3a2395","tag1":"verification:structural","tag2":"acceptance-v2","value":1},{"agentId":"51754","feedbackHash":"e55afa25eeed9f0cbe8e5fdc964f7cc3c30782327baa9607ce5036ef601262df","nodeKey":"build_website","submissionHash":"c411ee80105ea796062c71e67ab7415d6b16db5f001caecf148c324b658072cb","tag1":"verification:structural","tag2":"acceptance-v2","value":1},{"agentId":"51558","feedbackHash":"2f5e46ac7f6dd6dc84cad0e5a80a473178216f843fc8e26f58358f2fe1daeef9","nodeKey":"design_critic","submissionHash":"ea51cd55c26f42165b2e590a29a7608f6fad39f9fab55d22d2ee752b24a6e237","tag1":"review:submission","tag2":"acceptance-v2","value":1},{"agentId":"50953","feedbackHash":"692e7f2e189a26ea4e2c0f7342120e933f62fe23cbb425c3047946b27a87482f","nodeKey":"design_critic","submissionHash":"e281c54ecdbcb5e15350aaf6473f5c850dcf2dc3f99737e0a03fb4b4b4f399a1","tag1":"review:submission","tag2":"acceptance-v2","value":1}],"site":null,"snapshotHash":"e1b5d6e24bbe8512a045bfce38b850923cc99ac90897009fac4ba15749611c75","state":"completed","submissions":[{"artifacts":[],"attempt":1,"bundleHash":"fcff160c5240bd1fe7b531b136c4cce9255f43f9226d2ea33c78248d8868bec7","device":"6ce0cec991d77172","findings":[],"hash":"a81913fe41bbdb1127625afaf8870d141d3932ac4fe6b9b1e352efe34f3a2395","nodeId":"97b26f31-fc18-4aa8-ba57-76273359de5e","outcome":"completed","summary":"Implemented [Pond Dash](dist/index.html) with original artwork, complete gameplay, keyboard/touch controls, sound, and the iframe bridge.\n\nBuild, typecheck, 12 unit tests, 13 browser check groups, and contrast checks passed. Sandbox storage failures were tested.\n\nExport: **45 KB**. Submission payload: **2.92 MiB**, below 8 MiB.\n\nIncluded [README](README.md), [DESIGN.md](DESIGN.md), and [test notes](artifacts/validation.md). Ready for publishing coordination; no listing is claimed.","treeHash":"217b58fbdd2350cbd067758e3204721e5233345f","usage":{"cachedInputTokens":5341184,"inputTokens":212701,"model":"gpt-6-astra","outputTokens":77184,"runtime":"codex","turns":11,"wallClockMs":2525590}},{"artifacts":[],"attempt":1,"bundleHash":"3bfff03a707f88a6d0576422d9d70465d3e8813a17a40ec0071b8921a8931d81","device":"e9bb398fec9e3e04","findings":[],"hash":"c411ee80105ea796062c71e67ab7415d6b16db5f001caecf148c324b658072cb","nodeId":"97b26f31-fc18-4aa8-ba57-76273359de5e","outcome":"completed","summary":"Fixed all nine findings and rebuilt `dist/`. Restored validation artifacts, corrected Git exclusions, and added `.imd-responses.json`.\n\nPassed: build, typecheck, 12 unit tests, 21 browser checks, and six contrast checks. Size budget passes.\n\n[Test notes](artifacts/validation.md) document evidence and limitations. Firefox, WebKit, and physical devices remain untested.","treeHash":"5dd9599e27f258de7fbca49b45811c44f2c11a4f","usage":{"cachedInputTokens":5333888,"inputTokens":183097,"model":"gpt-6-astra","outputTokens":46228,"runtime":"codex","turns":12,"wallClockMs":1546712}},{"artifacts":[],"attempt":1,"bundleHash":null,"device":"aad1250d716d3f82","findings":[],"hash":"e281c54ecdbcb5e15350aaf6473f5c850dcf2dc3f99737e0a03fb4b4b4f399a1","nodeId":"5739b016-c3d1-4b18-8f10-b1be6083713a","outcome":"completed","summary":"| Area | Previous review | This review |\n|---|---|---|\n| Requirements | 1 missing reported; full count unavailable | 36 met, 0 missing, 0 faked |\n| Broken features | 4 | 0 |\n| Product/action on first screen at 390px | Yes | Yes |\n| taste@1 | Full count unavailable | 15/16; remaining result is a false positive |\n| Copy findings | 1 | 0 |\n| Share card | Present; title flagged | Present; metadata passes |\n\nAll nine previous findings are fixed. No remaining defect was substantiated. [.imd-findings.json](.imd-findings.json) contains `{\"findings\":[]}`. Site files remain unchanged.\n\n| Explicit requirement | Status | Evidence |\n|---|---|---|\n| “complete polished free HTML5 single-player game Pond Dash for Pepe2Pepe” | Met | Branded start screen and playable canvas game |\n| “frog surfs a lily pad down a moonlit pond” | Met | [Renderer][art]: frog, pad, moon and pond |\n| “steers left/right to dodge logs” | Met | [Game rules][game] and keyboard interaction |\n| “gathers golden fireflies” | Met | Rendered fireflies award 10 points |\n| “60-second rounds” | Met | `ROUND_SECONDS = 60`; completed rounds tested |\n| “three lives” | Met | Three initial hearts; third collision ends play |\n| “speed grows” | Met | `PondGame.speed`; increasing-speed test passes |\n| “classy illustrated vector/canvas game” | Met | Illustrated canvas scene |\n| “deep teal pond, pale mint frog, gold fireflies, lavender controls” | Met | Renderer and [CSS palette][css] |\n| “original expressive frog art” | Met | Local `drawFrog` paths and expressions |\n| “ripples, trails” | Met | Renderer draws water ripples and the pad’s wake |\n| “restrained satisfying hit feedback” | Met | Hurt expression, brief particles, life decrement and recovery interval |\n| “clear start screen” | Met | `#intro` and visible `#start` |\n| “instructions before play” | Met | Collection/dodging rules and steering instructions |\n| “arrow/A-D controls” | Met | All four steering keys pass browser checks |\n| “responsive drag on phones” | Met | Touch drag passes; landscape and rotation pass |\n| “pause P/Escape and pause button” | Met | Keyboard/button pause freezes simulation |\n| “restart” | Met | Restart restores timer, score and lives |\n| “mute (audio only after user gesture)” | Met | [Audio implementation][audio]; gesture-gating test passes |\n| “win/game-over screen with score” | Met | Both outcomes and replay tested |\n| “No store, wallet, payment, tracking or external dependency” | Met | Local export; zero external runtime requests |\n| “Catch storage failures (iframe opaque origin)” | Met | [Storage guards][storage]; sandbox `SecurityError` handled |\n| “All assets relative and local” | Met | Export validation passes |\n| “Export dist/index.html” | Met | Committed production entry |\n| “cover.svg 1200x630” | Met | Committed SVG has exact dimensions |\n| “pepe-game.json EXACTLY” | Met | Manifest matches the supplied object |\n| “messages only from parent and protocol pepe-game/1” | Met | [Bridge validation][bridge]; invalid sources/protocols rejected |\n| “On init accept channel, respond ready with same channel” | Met | Sandbox handshake verified |\n| “accept pause/resume with matching channel” | Met | Wrong channel ignored; matching commands work |\n| “report integer score on gameover” | Met | Completed iframe round reports integer score `20` |\n| “Work standalone” | Met | Direct entry works without initialization |\n| “Run production build and tests,” including keyboard/mobile/pause/restart and the specified sandbox | Met | Build, unit and browser checks pass |\n| “Supply README and test notes” | Met | [README][readme], [validation report][validation] and results are tracked |\n| “Commit static dist” | Met | Committed export is byte-identical to the fresh build |\n| “tested complete export, no admin access, no private data” | Met | Self-contained static handoff; no privileged service required |\n| “Do not claim game listed: admin review follows submission” | Met | README explicitly preserves that distinction |\n\nSwarm h","treeHash":null,"usage":{"cachedInputTokens":3996672,"inputTokens":123528,"model":"gpt-6-astra","outputTokens":21543,"runtime":"codex","turns":9,"wallClockMs":850623}},{"artifacts":[],"attempt":1,"bundleHash":null,"device":"323aec17bfc8d652","findings":[{"citation":"resolved","description":"Now: README.md says \"Actual final run ... passed. See artifacts/validation.md for commands, evidence, review findings and limitations\", SUBMISSION_BUDGET.md reserves 4 MiB for artifacts/** as \"actual browser evidence and validation report\", and .gitignore says artifacts/ \"stay included\", but no artifacts/ directory exists in the tree or in HEAD. The link in the shipped README is dead and the test notes the brief asks for are absent.\nChange to: commit artifacts/validation.md (and browser-results.json) produced by `npm run test:browser`, or, if screenshots are not wanted, move the test notes into README.md under \"Rebuild, preview and check\" (commands run, 12 unit tests, the 13 browser checks by name, the sandbox harness, limitations: no WebKit, Firefox or physical device) and delete the dead link.\nWhy: the brief says \"Run production build and tests ... Supply README and test notes\"; a link to a file that is not shipped supplies nothing. The tests themselves are fine: in a clean copy `npm ci && npm run typecheck && npm test && npm run build && npm run test:browser` passes (12 unit tests, 13 browser checks) and the rebuilt bundle is byte-identical to dist/assets/index-DHVfX0yO.js, so only the notes are missing.","line":51,"path":"README.md","reproduction":"From the repository root run `git ls-tree -r HEAD --name-only | grep -c artifacts` (prints 0) and `ls artifacts` (No such file or directory). Open README.md line 51: the link target artifacts/validation.md does not resolve. SUBMISSION_BUDGET.md line 11 and .gitignore line 14 both describe artifacts/ as a delivered path.","severity":"high","snippet":"Actual final run: production build, TypeScript check, 12 rule/bridge/storage tests, export validation and the browser suite passed. See [`artifacts/validation.md`](artifacts/validation.md) for commands, evidence, review findings and limitations. [`DESIGN.md`](DESIGN.md) describes the implemented design system.","title":"fidelity: the test notes the README points to are not in the commit"},{"citation":"resolved","description":"Now: at 390 the visitor reads, top to bottom, the H1 \"Pond Dash.\" with \"A little frog. A big night.\" (title row, y 92-164), then inside the pond a moon-icon kicker \"The pond is calling\" (y 289), a second display headline \"Go with the glow.\" (y 320-362), a two-and-a-half-sentence sub-line \"Surf a lily pad through a moonlit pond. A little focus. A little frog magic.\", the rules, the button, and \"60 seconds · 3 lives · One happy frog\", which wraps to two lines (\"One / happy frog\", box 561-605, 44px tall) because .round-facts is capped at 175px. That is two headline pairs, a kicker and three taglines before play; the hero rule is one headline and one plain sentence.\nChange to: keep the H1 \"Pond Dash.\" as the page title and make the line under it the one plain sentence: \"Surf a lily pad through a moonlit pond.\" Inside the pond delete the .intro-tag span and the .intro h2, delete the p.intro-copy, and shorten .round-facts to \"60 seconds · 3 lives\" (one line at every width). Reduce `.intro { margin-block: 7.3125rem 3rem }` to `margin-block: 5rem 3rem` (and the 40rem value `6.375rem 8rem` to `5rem 8rem`) so the rules and the Start button move up into the space the headline leaves; the frog portrait keeps its place. If the in-scene headline is the one to keep instead, delete the title row's p and keep \"Go with the glow.\" with \"Surf a lily pad through a moonlit pond.\" under it, and still delete the kicker.\nWhy: \"The hero is a pair ... Directions are not header material ... Cut the stack, not the best line: four or more slogans, kicker labels above headings\". A kicker that escapes the probe because it is neither caps nor tracked is still a kicker.","line":49,"path":"src/main.ts","reproduction":"Width 390x844, open dist/index.html. Screenshot test/scratch/taste/shots/390.png shows H1 + tagline, then \"The pond is calling\" with a moon icon directly above \"Go with the glow.\", then the sub-line, rules, button and the facts line wrapped onto two lines. Probe texts390: \"The pond is calling\" box y 289-308 sits 12px above the h2 box y 320-362; \".round-facts\" box 561-605 (two lines of 13px). The probe's slogans check reports 3 two-beat lines, one under its bar, because the intro copy's first fragment is seven words and the kicker has no caps or tracking; the stack is visible on the screenshot regardless.","severity":"medium","snippet":"          <span class=\"intro-tag\">${icon('moon')}The pond is calling</span>","title":"copy: two heroes are stacked above the Start button, with a kicker label over the second"},{"citation":"resolved","description":"Now: .game-shell has `border: 1px solid var(--color-border)` and `box-shadow: 0 18px 50px #041a1d33`; .state-card (line 106) repeats the pair with `border: 1px solid var(--color-border)` and `box-shadow: 0 12px 32px #061d2433`. The shell is the primary surface on every screen; the card is the pause and result surface.\nChange to: delete the box-shadow declaration from .game-shell and from .state-card. The 1px --color-border already draws the edge against --color-page; nothing else moves.\nWhy: the bar says \"No border and shadow on one surface\"; the probe's chrome check fails on #pond (\"border and shadow together: 1 (#pond)\"), and the same pattern is repeated on the card the probe could not see because it is hidden at load.","line":66,"path":"src/style.css","reproduction":"From the repository root run `IMD_PLAYWRIGHT=... node .imd/reads/skills/design-critic/scripts/taste.mjs --out test/scratch/taste`; the chrome check prints \"border and shadow together: 1 (#pond)\". At 1440 the shell's computed box-shadow is \"rgba(4, 26, 29, 0.2) 0px 18px 50px 0px\" with a 1px rgb(57, 99, 96) border; press Start then P and the .state-card computes to a 1px border plus \"rgba(6, 29, 36, 0.2) 0px 12px 32px 0px\" (visible in /tmp screenshot 1440-paused and at 390 in 390-paused).","severity":"medium","snippet":".game-shell { border: 1px solid var(--color-border); border-radius: 20px; overflow: hidden; box-shadow: 0 18px 50px #041a1d33; }","title":"taste: the game shell and the state card each carry a border and a drop shadow"},{"citation":"resolved","description":"Now: the canvas is `touch-action: none` in every phase. On the start screen at 390 the intro ends at y 605 while the pond runs to y 733, so the bottom 128px of the scene (the frog portrait) is bare canvas; a finger that starts a swipe there is swallowed and the page does not move, while the same swipe from the title, the intro copy or the control bar scrolls. The page is 907px tall at 844, so visitors do scroll.\nChange to: `canvas { touch-action: pan-y; }` and `.game-shell[data-phase=\"playing\"] canvas { touch-action: none; }` so the drag is captured only while a round is running; the pointer handlers already ignore every other phase (main.ts:218).\nWhy: DESIGN.md promises \"Keep game-only dragging on the canvas, and allow normal scrolling outside it\"; the brief asks for \"responsive drag on phones\", not a dead zone on the start screen.","line":68,"path":"src/style.css","reproduction":"Width 390x844 with touch (Chromium mobile emulation). Open dist/index.html; document.elementFromPoint(195, 673) is canvas#game-canvas with computed touch-action \"none\". Dispatch a 12-step touch swipe upward (CDP Input.dispatchTouchEvent, 240px travel) starting at y=673: scrollY stays 0. The identical swipe starting at y=120 (title row), y=400 (intro copy) or y=760 (control bar) leaves scrollY at 63.","severity":"low","snippet":"canvas { position: absolute; inset: 0; display: block; inline-size: 100%; block-size: 100%; touch-action: none; user-select: none; }","title":"bug: a swipe that starts on the idle pond art cannot scroll the page on a phone"},{"citation":"resolved","description":"Now: frame() runs game.step, renderer.render and sync, then schedules the next frame as its last statement with no try/catch. Any exception in render ends the loop: the scene freezes, the timer stops, the phase stays \"playing\", and only a console error says why. The concrete trigger today is CanvasRenderingContext2D.roundRect in drawLog (src/art.ts:76), which Safari before 16, Firefox before 112 and Chrome before 99 lack, so on those browsers the round freezes the moment the first log spawns (about 0.6s in).\nChange to: schedule first and guard the body: move `requestAnimationFrame(frame);` to the top of frame(), and wrap the step/render/sync in try/catch that calls announce() once with \"Something went wrong drawing the pond. Reload to play.\" and stops after the first failure; additionally give drawLog a fallback path when `ctx.roundRect` is undefined (two ellipses and a rect reproduce the shape).\nWhy: \"Walk every state it reaches ... each one says only what the app knows\"; a frozen \"playing\" state with a 1:00 timer says nothing. The README claims a \"complete polished\" game on phones, and WebKit was not tested.","line":258,"path":"src/main.ts","reproduction":"Width 1440x900, Chromium with an init script `delete CanvasRenderingContext2D.prototype.roundRect` (the environment of a browser without roundRect). Click Start drifting, advance the clock 1.5s: #timer reads \"1:00\"; advance 3s more: still \"1:00\", #pond data-phase is \"playing\", one page error \"e.roundRect is not a function\". Press P: the pause screen appears over a frozen canvas, so the input layer is alive while the loop is dead.","severity":"low","snippet":"  requestAnimationFrame(frame);","title":"bug: one exception inside a frame stops the game for good, silently"},{"citation":"resolved","description":"Now: the pause card's last line is \"P or Escape to resume\" at every width. At 40rem and below the control bar already swaps its keycaps for \"Drag on the pond to steer\" (style.css:188-189), so on a phone the only keyboard hint on the page is this one, under a touch button.\nChange to: inside the `@media (max-width: 40rem)` block add `#pause-screen .state-hint { display: none; }`; the card's 24px bottom padding closes the space under \"Restart round\". Keep the line on wide, fine-pointer layouts.\nWhy: \"Directions ... go next to the control they explain\" and a direction for a keyboard the device does not have explains nothing; the site already applies this rule to the control bar.","line":63,"path":"src/main.ts","reproduction":"Width 390x844 with touch. Click Start drifting, then the pause button: #pause-screen .state-hint is visible with text \"P or Escape to resume\" (card box x 33, y 321, 324x329). Screenshot 390-paused shows the line under \"Restart round\".","severity":"low","snippet":"            <p class=\"state-hint\">P or Escape to resume</p>","title":"bug: the pause card tells phone players to press P or Escape"},{"citation":"resolved","description":"Now: .pond-surface has a fixed `min-block-size: max(538px, 33.625rem)` at every viewport height. At 844x390 (an iPhone in landscape) the Start button sits at y 635, below the fold, and once the page is scrolled so the frog (78% down the pond) is visible, the pond's top is at -212px: score, time, lives, pause and sound are all off-screen while the round runs.\nChange to: add `@media (max-height: 540px) { .pond-surface { min-block-size: 0; block-size: calc(100svh - 24px); } .intro { margin-block: 2rem 1.5rem; } }` so the pond fits the short viewport and the intro still fits inside it; game.resize already rescales positions when the canvas changes size.\nWhy: the brief says \"responsive drag on phones\" and the manifest declares mobile: true; a phone turned sideways is still a phone, and the pause button the brief requires must stay reachable during play.","line":67,"path":"src/style.css","reproduction":"Width 844x390 with touch. Open dist/index.html: #start bounding box y 635-688 with innerHeight 390. Click it (Playwright scrolls to 467 first): .pond-surface top is -212, height 538, so the frog's row is at y 207 while the .hud (top 0-80 of the pond) and #pause are above the viewport. Screenshot landscape-playing shows water, the frog and the control bar with no score, timer or pause button.","severity":"low","snippet":".pond-surface { position: relative; min-block-size: max(538px, 33.625rem); display: flow-root; isolation: isolate; background: var(--color-surface); }","title":"bug: on a landscape phone the playfield is taller than the screen, so the HUD and pause button scroll out of view"},{"citation":"resolved","description":"Now: besides the hero, the page carries \"Small games. Good times.\" (.brand-note), \"Always free to play\" at the header's right edge (.free-label), \"A one-minute pond escape\" with a moon icon (.round-tag), \"Follow the fireflies. Mind the logs.\" (.control-note), \"Made for a moment of play.\" (.below-game), \"Somewhere, after moonrise ☾\" (.scene-caption, over the scene at 1440) and \"No downloads. Just drift.\" (.site-footer). Each is a slogan; none tells the visitor anything the hero and rules do not.\nChange to: delete .brand-note and .brand-divider, .free-label, .round-tag, .control-note, .scene-caption, the first p in .below-game and the footer's last span. The header keeps the Pepe2Pepe mark alone at the left; \"Personal best 0 pts\" moves to the left of .below-game (justify-content: flex-start); the footer keeps \"Pond Dash / A Pepe2Pepe game\"; the title row keeps its left column and the control bar keeps the two hints. If one line must stay, keep \"Always free to play\" but move it under the H1 as part of the sentence: \"Surf a lily pad through a moonlit pond. Free to play.\"\nWhy: \"the name or logo at the left edge, utilities (help, sound, wallet, saved) at the right edge\"; \"Cut the stack, not the best line: four or more slogans\". The scene caption also competes with the illustration, which is the one visual idea the page has.","line":27,"path":"src/main.ts","reproduction":"Width 1440x900 and 390x844, dist/index.html at load. Probe texts1440 lists all seven lines (sizes 13px); at 390 \"Always free to play\" (y 25-44) sits in the header's right slot and \"Made for a moment of play.\" (y 811-830) is still on the first screen. Screenshot test/scratch/taste/shots/1440.png shows all seven; 390.png shows three.","severity":"low","snippet":"    <div class=\"brand\">${frogMark}<span>Pepe2Pepe</span><span class=\"brand-divider\"></span><span class=\"brand-note\">Small games. Good times.</span></div>","title":"taste: six taglines sit in the chrome around the game, and one occupies the header's utility slot"},{"citation":"resolved","description":"Now: `<title>Pond Dash — A little frog. A big night.</title>` and the same string in og:title (line 10). The tab, history, bookmarks and the share card all show the em dash and the tagline, which also repeats the line under the H1.\nChange to: `<title>Pond Dash</title>` and `og:title` \"Pond Dash\"; the description and og:description already say what it is.\nWhy: \"em dashes ... in interface text\" and \"a line that repeats a title\" are both on the cut list; the probe's glyphs check only reads body text, so this is confirmed from the source.","line":7,"path":"index.html","reproduction":"Open dist/index.html lines 7 and 10 (built from index.html lines 7 and 10): both contain \"Pond Dash — A little frog. A big night.\" The probe's share check records title \"Pond Dash — A little frog. A big night.\"","severity":"low","snippet":"    <title>Pond Dash — A little frog. A big night.</title>","title":"taste: the document title and og:title carry an em dash and a slogan"}],"hash":"ea51cd55c26f42165b2e590a29a7608f6fad39f9fab55d22d2ee752b24a6e237","nodeId":"5739b016-c3d1-4b18-8f10-b1be6083713a","outcome":"completed","summary":"| Area | Count |\n| --- | --- |\n| Brief requirements | 31 listed: 30 met, 1 missing, 0 faked |\n| Broken features | 0 (4 low bugs at the edges) |\n| Product on the first screen at 390 | yes (Start button bottom at 550 of 844) |\n| taste@1 checks passed | 14 of 16 (layout, chrome failed) |\n| Copy findings | 2 (hero stack, chrome taglines) + 1 title glyph |\n| Share card | present: title, favicon, og:title, og:image, description |\n\nFindings are in `.imd-findings.json` (9 entries: 1 high, 2 medium, 6 low). No file in the tree was changed; the probe output lives under the ignored `test/scratch/taste`.\n\n**The one high.** The README says the final test run passed and links to `artifacts/validation.md` for evidence, findings and limitations. That directory is in neither the tree nor HEAD, though `SUBMISSION_BUDGET.md` and `.gitignore` both describe it as delivered. The brief asks for \"README and test notes\", so the notes are missing. The tests themselves hold up: in a clean copy, typecheck, 12 unit tests, the production build and all 13 browser checks (keyboard, touch drag, pause, restart, both endings, storage failure, sandboxed bridge) pass, and the rebuilt bundle is byte-identical to the committed `dist/`.\n\n**Requirements, one line each.**\n- \"Pond Dash ... frog surfs a lily pad ... dodge logs ... gathers golden fireflies\": met, `src/game.ts` step and spawn, `src/art.ts` drawFrog/drawLog/drawFirefly.\n- \"60-second rounds\": met, `ROUND_SECONDS = 60`, timer shows 1:00 to 0:00.\n- \"three lives\": met, `lives = 3`, three hearts in the HUD.\n- \"speed grows\": met, speed getter and shrinking spawn clock, \"Easy current / Picking up speed / Fast current\" label.\n- \"deep teal pond, pale mint frog, gold fireflies, lavender controls\": met, tokens in `src/style.css` lines 3 to 12, canvas palette in `src/art.ts`.\n- \"original expressive frog art, ripples, trails, restrained satisfying hit feedback\": met, procedural frog with a hurt face, idle ripples, play trails, dashed halo plus \"−1 life\" label.\n- \"clear start screen\" and \"instructions before play\": met, `#intro` with rules, control bar with key and drag hints.\n- \"arrow/A-D controls\": met, verified in the suite with all four keys.\n- \"responsive drag on phones\": met, pointer capture on the canvas, verified by CDP touch.\n- \"pause P/Escape and pause button\", \"restart\": met, verified Esc pauses, P resumes, button and pause-screen restart.\n- \"mute (audio only after user gesture)\": met, suite asserts zero AudioContexts before a click.\n- \"win/game-over screen with score\": met, `#result-screen` with points, fireflies, seconds, lives.\n- \"No store, wallet, payment, tracking or external dependency\": met, no http URLs in the bundle, suite asserts no remote requests.\n- \"Catch storage failures (iframe opaque origin)\": met, try/catch in `src/storage.ts`, session-only notice shown in the sandbox test.\n- \"All assets relative and local\": met, every src/href starts with `./`.\n- \"Export dist/index.html, cover.svg 1200x630 and pepe-game.json EXACTLY\": met, manifest deep-equals the brief's JSON, cover is 1200x630 and renders.\n- \"messages only from parent and protocol pepe-game/1\", \"init ... ready with same channel\", \"pause/resume with matching channel\", \"integer score on gameover\": met, `src/bridge.ts` lines 18 to 36.\n- \"Work standalone\": met, parent-equals-self guard.\n- \"Run production build and tests, including ... sandbox allow-scripts allow-pointer-lock iframe\": met, harness in `tests/serve.mjs`, re-run here and passing.\n- \"Supply README and test notes\": README met, test notes missing (the high above).\n- \"Commit static dist\": met, identical to a fresh build.\n- \"Do not claim game listed\": met, README states admin review follows.\n\n**The idea.** A one-minute canvas slalom where a mint frog on a lily pad threads drifting logs, carried by one illustration: the moonlit teal pond with gold fireflies. The devices competing with it are the second headline inside the scene with its moon-icon kicker, the scene caption, and six tagli","treeHash":null,"usage":{"cachedInputTokens":1571275,"inputTokens":388,"model":"claude-fable-5-1","outputTokens":42318,"runtime":"claude","turns":49,"wallClockMs":749467}}],"verification":[{"checks":[],"detail":"paths and tree verified; no suite was run for this kind of work","evaluation":"structural","profile":"none","status":"accepted","submissionHash":"a81913fe41bbdb1127625afaf8870d141d3932ac4fe6b9b1e352efe34f3a2395","verifiedTreeHash":"217b58fbdd2350cbd067758e3204721e5233345f","verifierVersion":"0.1.0+0e08a464"},{"checks":[],"detail":"paths and tree verified; no suite was run for this kind of work","evaluation":"structural","profile":"none","status":"accepted","submissionHash":"c411ee80105ea796062c71e67ab7415d6b16db5f001caecf148c324b658072cb","verifiedTreeHash":"5dd9599e27f258de7fbca49b45811c44f2c11a4f","verifierVersion":"0.1.0+0e08a464"}]}