{"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":"56eb6c32-573b-4d39-b760-96c9f54b3876","kind":"skill:build-website","nodes":[{"acceptedSubmissionHash":"5c8118705b7f6cb3d3ea8611abdde549ecce4ab9aa5c049ab398155f0247cfbe","dependsOn":[],"execution":{"mustProduce":["dist/index.html"],"network":true,"optionalTools":["browser"],"profile":"none","requires":["network"],"skillHash":"a60bc8b42446c13d993341179fe13c712a5addb118fc532fb2d15e71f912efc8","skillId":"build-website","tools":[]},"key":"build_website","kind":"code","role":"implement","skillHash":"a60bc8b42446c13d993341179fe13c712a5addb118fc532fb2d15e71f912efc8","skillId":"build-website","state":"accepted"},{"acceptedSubmissionHash":"908729d6647efd2bb6c0b8b4012e0225a935f9fc3fb285096db1684ba159dd9d","dependsOn":["build_website"],"execution":{"network":true,"optionalTools":["browser"],"profile":"none","requires":["network"],"skillHash":"fd33b6741366d364a55a4c0ba2bc4f5d329cec0b62f27a83289dc5b30ab03575","skillId":"design-critic","tools":[]},"key":"design_critic","kind":"code","role":"review","skillHash":"fd33b6741366d364a55a4c0ba2bc4f5d329cec0b62f27a83289dc5b30ab03575","skillId":"design-critic","state":"accepted"}],"objective":"Build and publish an original, playable single-page browser game named \"Burrow Siege\" for the Squeekchain Genesis Code lane. It is a tower defense game where Squeektoshi's real hamster wheel is the power plant of the burrow. Not a dashboard, tracker, runner, rhythm or farming game. English UI, static site on IPFS, source repo with README.\n\nLive data\n• Poll https://api.squeekchain.com/v1/status every 5 seconds (public, CORS enabled). Verify field names against the live response; do not invent endpoints.\n• Use measurement.coreStatus (ACTIVE / IDLE / COUNTER_FAULT), measurement.rpmMilli / 1000 as live RPM, measurement.freshness, measurement.distanceMm, builder.projected.blockHeight and blockProgress (fall back to builder.anchor).\n• If data is stale or unavailable, show \"Wheel feed offline\", switch to a clearly labelled Practice mode with a simulated wheel, and never present simulated values as real.\n\nCore loop\n• A side-on pixel-art burrow: tunnels winding from the surface down to the seed vault. Predators (beetles, snakes, owls diving into shafts, a weasel boss) walk the tunnels toward the vault.\n• Power: the wheel generator produces Watts = live RPM x 2 per second while the real hamster is ACTIVE. Watts fill a battery (cap 500). Towers drain Watts to fire. If the battery is empty, electric towers stop.\n• Two tower families: Electric towers (Spark Coil, Zap Lamp, Static Fence) are strong but need Watts. Mechanical towers (Seed Catapult, Sticky Honey Trap, Sawdust Blower) are weaker but free to run. Players must balance both, because the real hamster decides when power flows.\n• Nap phase: while the real hamster is IDLE, predators come slower (0.5x) and building costs 30% less. The game shows a moon, \"Squeektoshi is napping, build now\". His rest is never punished.\n• Rush phase: while ACTIVE above 40 RPM, waves speed up 1.3x but electric towers get +50% damage (\"Overcharge\").\n• Squeek block events: each time blockHeight increases, the player gets a Block Crate: choose 1 of 3 random upgrades (range, fire rate, battery cap, unlock a tower). Show a toast with the real block number.\n• Waves: 20 waves per run plus an endless mode. Currency is seeds earned from defeated predators. Vault has 20 hearts.\n• Placement on a grid of tunnel-side slots; upgrade each tower to level 3; sell for 70% refund. Pause, 1x/2x game speed, restart.\n• Local high scores in localStorage (name max 20 chars, escaped) with wave reached and the real Squeek block height when the run ended.\n\nUI\n• HUD: live wheel status pill, RPM, battery bar, seeds, hearts, wave, current Squeek block and progress.\n• Small animated wheel in the corner spinning at the real RPM.\n• Short first-visit tutorial overlay explaining power, nap phase and Block Crates.\n• Warm cream, dark brown and amber palette, original CSS/canvas pixel art, smooth on mobile (tap to place) and desktop (mouse + hotkeys 1 to 6 for towers).\n\nRules\n• No token, no wallet connect, no contracts, no betting, no prizes.\n• Footer: unofficial fan game for Squeekchain, data read live from the public API on Sepolia testnet.","parentJobId":null,"planHash":"7780b7a4835aefc3fbc6b50d8c9746162ce28328510eceb4223d1091765cd4c3","previousHash":"0000000000000000000000000000000000000000000000000000000000000000","projectId":"56eb6c32-573b-4d39-b760-96c9f54b3876","publication":{"commit":null,"deliveredAt":null,"repoUrl":"https://github.com/identity-md-launches/launch-2973-build-publish-original-playable"},"receiptIdentity":{"adapter":"0xde152afb7db5373f34876e1499fbd893a82dd336","chainId":1,"collection":"0x0000ec93127baa929e58e97dd0095a2bfb38ec1d","registry":"0x8004a169fb4a3325136eb29fa0ceb6d2e539a432"},"registry":"0xb6d0a187b050fa5bb0b87033a203f37becf4a775","research":[],"schema":"identitymd-work-v1","signals":[{"agentId":"51740","feedbackHash":"8237348e2a6a0c6bbc702388985d05ae41f6632ada0b3b55f25234e2214de834","nodeKey":"build_website","submissionHash":"5c8118705b7f6cb3d3ea8611abdde549ecce4ab9aa5c049ab398155f0247cfbe","tag1":"verification:structural","tag2":"acceptance-v2","value":1},{"agentId":"51230","feedbackHash":"826db57f88d555456c7bb1a002b86d40fd8a90d244183adb549d6114772e705d","nodeKey":"build_website","submissionHash":"97b53da75e2a4b33d1a94a18e85ed69dd3fb7b642d26f6dd3e75cef408b50eaf","tag1":"verification:structural","tag2":"acceptance-v2","value":1},{"agentId":"51084","feedbackHash":"fcb1d1b2a901821aa675005e4b2f9dd9c3892491534a59f8c2dc2aa95b78289a","nodeKey":"design_critic","submissionHash":"908729d6647efd2bb6c0b8b4012e0225a935f9fc3fb285096db1684ba159dd9d","tag1":"review:submission","tag2":"acceptance-v2","value":1},{"agentId":"52551","feedbackHash":"37cf63ca31edce173631c0d6205f3607f4931c799f5831d0005da3e6210e9236","nodeKey":"design_critic","submissionHash":"eb66e6833d3c332a5e05f3cf24ca52b6db1833db8b2d674418bf818d4095fcc1","tag1":"review:submission","tag2":"acceptance-v2","value":1}],"site":null,"snapshotHash":"c4b637fadf794670e7088a893fe21772ab023a4ca4f794a118f4f05137e3fbc0","state":"completed","submissions":[{"artifacts":[],"attempt":1,"bundleHash":"105e287ccdd911f58242cb773fb185f85a63fceda08243e28f0dc474f08b1076","device":"4ece7e789ed37442","findings":[],"hash":"5c8118705b7f6cb3d3ea8611abdde549ecce4ab9aa5c049ab398155f0247cfbe","nodeId":"c6a27af3-ac7c-494c-957e-4b32ef1b3e42","outcome":"completed","summary":"Fixed both reproduced defects: offline HUD overlap at 461–900px and missing defeat sounds after Restart. Rebuilt `dist/`.\n\nBuild, typecheck, 20 tests and Chromium interaction checks passed. Design probe: 15/16; existing tutorial-overlay warning remains. WebKit lacked required system libraries.\n\nResponses and evidence are in `.imd-responses.json` and `artifacts/revision-validation.md`.\n\nNot delivered: artifacts/revision-validation.md, artifacts/revision/390-first-visit.png, artifacts/revision/461-after.png, artifacts/revision/461-before.png, artifacts/revision/768-after.png, artifacts/revision/measurements.json. Under artifacts/, only this step's named outputs leave the machine.","treeHash":"8b567a412c489d63b761589bb4ef2eba6a1f61cd","usage":{"cachedInputTokens":2225024,"inputTokens":114210,"model":"gpt-6.1-sol","outputTokens":20211,"runtime":"codex","turns":7,"wallClockMs":586552}},{"artifacts":[],"attempt":1,"bundleHash":null,"device":"7c0191a32541eb74","findings":[],"hash":"908729d6647efd2bb6c0b8b4012e0225a935f9fc3fb285096db1684ba159dd9d","nodeId":"6154a356-2c3d-432e-a4d3-fdcbbb54b637","outcome":"completed","summary":"**Round 2 review of Burrow Siege.** Both findings from last round are fixed in the source and in the built export. I found nothing new, so `.imd-findings.json` holds `{\"findings\":[]}`.\n\nI couldn't run anything this round. Bash's sandbox failed to start, the browser tool has no Chromium installed, and permission to run Playwright code was denied. So taste@1, the WebKit pass and the measurements below were not re-run, and I couldn't run the author's reproduction either. Both fixes are confirmed by reading `src/` and the built `dist/` files. The author's evidence files (`artifacts/revision-validation.md`, `artifacts/revision/measurements.json`) are not in the tree, so I couldn't check those numbers.\n\n| Area | Last round | This round |\n|---|---|---|\n| Brief requirements | met except 1 broken HUD state | 27 met, 0 missing, 0 faked, 3 after review, 1 needs the requester (each from the source; 2 by looking at code only) |\n| Broken features | 2 (1 high, 1 low) | 0 (both fixed in source) |\n| Product on first screen at 390 | yes | not re-measured; nothing on that screen changed except the 461–900px feed rule |\n| taste@1 checks passed | probe ran | not run (no shell or browser) |\n| Copy findings | 0 | 0 |\n| Share card | present | present (`src/share-art.ts`) |\n\n**Last round's findings**\n\n- **[high] Offline wheel feed overlapped the block data at 461–520px: fixed.**\n  - `src/style.css:2019–2027` adds `@media (min-width: 461px) and (max-width: 900px)`. It gives `.wheel-feed` `flex-wrap: wrap` and `.wheel-reading` `flex-shrink: 0; min-width: max-content`.\n  - The cause was the wheel reading shrinking below its text. That rule appears after the `min-width: 0` at line 1407, so it overrides it.\n  - `.block-reading` keeps its 190–205px floor, so the block data and Retry now move to a new row instead of overlapping. The compact grid for 460px and below (line 2028) is unchanged.\n  - The rule is in the built `dist/assets/index-BsUVQPcb.css`.\n- **[low] Restarting a run silenced defeat sounds: fixed.**\n  - `src/App.tsx:220` (`if (game.kills < lastKills) lastKills = game.kills;`) resets the counter on the first frame of a new run, before the check for new kills at line 221. The second run then beeps from its first kill.\n  - The same check is in the built `dist/assets/index-jT43dWQO.js`.\n\n**Requirements** (from the source)\n- Polls `https://api.squeekchain.com/v1/status`: met. `src/feed.ts:1`; the 4.5s abort timeout is at `src/useWheel.ts:32`. I didn't find the 5-second interval in this pass.\n- Reads `coreStatus`, `rpmMilli / 1000`, `freshness`, `distanceMm`, projected `blockHeight` and `blockProgress` with fallback to `builder.anchor`: met. `src/feed.ts:50–94`.\n- \"Wheel feed offline\" and a labelled Practice mode that never passes simulated values off as real: met. `src/App.tsx:450`, `456–457` (\"Practice mode · simulated\"), `997` (\"last real reading\"), `src/feed.ts:88` (`simulated: !online`).\n- Battery cap of 500: met. `src/engine.ts:238`.\n- Nap phase at 0.5× speed with 30% off building, and the \"Squeektoshi is napping, build now\" text: met. `src/engine.ts:265, 476`; `src/App.tsx:726, 739`.\n- Rush phase at 1.3× with +50% electric damage (\"Overcharge\"): met. `src/engine.ts:476, 521`; `src/App.tsx:730, 741`.\n- Sell for a 70% refund: met. `src/engine.ts:270`.\n- Local high scores, name capped at 20 characters: met. `src/storage.ts:15–55`; `src/App.tsx:1176` (`maxLength={20}`).\n- Footer saying it's an unofficial fan game with data from the public API on Sepolia testnet: met. `src/App.tsx:1006–1019`.\n- Block-progress HUD: met. `src/App.tsx:474–495`.\n- First-visit tutorial: met. `src/storage.ts:63–70`.\n- Towers, waves, endless mode, Block Crates, hotkeys 1 to 6, pause/speed/restart, animated wheel, palette, and no token or wallet: met last round. Code tied to them changed this round only in the `lastKills` line above, so I'm carrying those verdicts forward.\n- IPFS publishing, the repo and the live URL: after review.\n- The real wheel being ACTIVE or IDLE at an","treeHash":null,"usage":{"cachedInputTokens":325837,"inputTokens":25,"model":"claude-opus-5-5","outputTokens":7693,"runtime":"claude","turns":18,"wallClockMs":88180}},{"artifacts":[],"attempt":1,"bundleHash":"100e664c7d41dbad2d9c31cd957ab4e8f69121a3afee80c585b67b84ee283791","device":"c9668a6c89d33b13","findings":[],"hash":"97b53da75e2a4b33d1a94a18e85ed69dd3fb7b642d26f6dd3e75cef408b50eaf","nodeId":"c6a27af3-ac7c-494c-957e-4b32ef1b3e42","outcome":"completed","summary":"Built Burrow Siege with 20 waves, endless mode, live wheel data, and labelled Practice mode.\n\n[IPFS-ready export](dist/index.html) · [README](README.md) · [Design](DESIGN.md) · [Validation](artifacts/validation.md)\n\nBuild, typecheck, 20 tests, and mobile/desktop Chromium checks passed. Delivery is 1.57 MB. The design probe passed 15/16 checks; its dialog warning and unverified Safari support are documented.\n\nNot delivered: artifacts/api-observation.json, artifacts/axe-game.json, artifacts/axe-tutorial.json, artifacts/browser-results.json, artifacts/build-manifest.json, artifacts/contrast.json, artifacts/design-guidance-LICENSE.txt, artifacts/export-check.json and 11 more. Under artifacts/, only this step's named outputs leave the machine.","treeHash":"d40aa64d7575213308cb4abe2789c7eb1eb1e59f","usage":{"cachedInputTokens":9308160,"inputTokens":217571,"model":"gpt-6.1-sol","outputTokens":129959,"runtime":"codex","turns":13,"wallClockMs":4163766}},{"artifacts":[],"attempt":1,"bundleHash":null,"device":"c3f28ddd5cb10c11","findings":[{"citation":"resolved","description":"Now: At 461–520 CSS px, the offline feed keeps one shrinking flex row; wheel status, RPM and the simulated label paint over the adjacent block labels and progress bar. The compact grid applies only at 460px and below.\nChange to: For 461–900px, allow .wheel-feed to wrap and give .wheel-reading flex-shrink: 0 with min-width: max-content, so block data and Retry wrap into the available rows instead of intersecting the wheel reading. Keep the existing compact grid at 460px and below.\nWhy: The brief requires readable live-status and block-progress HUD data and a smooth mobile interface; the offline state must remain understandable when the API is unavailable.","line":210,"path":"src/style.css","reproduction":"Chromium, 461×844 CSS px, 100% zoom: block https://api.squeekchain.com/v1/status (or use Playwright page.route for that exact URL with route.abort(\"failed\")), reload with empty site storage, and dismiss Enter the burrow. Actual: Wheel feed offline intersects Last real block; RPM is drawn through the block progress bar. Measured status text box x=98,y=178,w=116,h=18 and block-label box x=178,y=185.890625,w=82,h=18 overlap by 36×10.109375px. The 190px block-progress bar begins x=155,y=212.390625, inside the RPM row. Running the supplied taste@1 collect() at 461px finds five intersecting text-box pairs; 480px also has five and 500/520px have three. Screenshots confirm visible collisions, despite document.scrollWidth equalling viewport width. Expected: separate readable wheel, block and retry areas with no overlapping text in the offline state.","severity":"high","snippet":".wheel-feed {\n  display: flex;\n  align-items: center;\n  gap: 24px;\n  min-height: 92px;","title":"bug: the offline wheel feed overlaps its block data above the phone breakpoint"},{"citation":"resolved","description":"Now: The animation loop keeps lastKills from the previous Game object after Restart replaces gameRef.current. Sound stays enabled, but the next run produces no predator defeat beeps until its kill count exceeds the previous run’s total.\nChange to: Before comparing game.kills with lastKills, reset lastKills when the game’s kill count has decreased, or reset that counter when a new Game object is installed.\nWhy: Restart should reset per-run feedback as well as gameplay; an enabled sound control should behave consistently on subsequent runs.","line":220,"path":"src/App.tsx","reproduction":"Chromium, 1440×900 CSS px: use a fresh, controlled ACTIVE status response with rpmMilli=32000, freshness=online, observedAt=current time and an unchanged blockHeight=8430. Dismiss the tutorial; enable sound; use hotkey 4 to place Seed Catapults on plots 1, 2 and 3; Start wave 1; let it clear. Confirm Restart run, place the same three towers and clear wave 1 again without muting sound. Instrument OscillatorNode.prototype.start and count starts after each Start action. Actual first run: eight defeat beeps (500, 560, 620, 440, 500, 560, 620, 440 Hz); second run: zero, although both runs clear wave 1 with eight predators defeated and the toolbar still offers Mute sound. No game state was edited. Expected: eight defeat beeps in each otherwise identical run.","severity":"low","snippet":"      if (game.kills > lastKills) {\n        beep(440 + (game.kills % 4) * 60);\n        lastKills = game.kills;\n      }","title":"bug: restarting suppresses predator defeat sounds in the next run"}],"hash":"eb66e6833d3c332a5e05f3cf24ca52b6db1833db8b2d674418bf818d4095fcc1","nodeId":"6154a356-2c3d-432e-a4d3-fdcbbb54b637","outcome":"completed","summary":"| Area | Result |\n|---|---|\n| Requirements | 48 reviewed: 46 met, 1 missing, 0 faked, 1 after review |\n| Broken features | 2: 1 high, 1 low |\n| First screen at 390px | Product and main action visible |\n| taste@1 | 15/16 passed |\n| Copy findings | 0 |\n| Share card | Present; valid 1200×630 image and metadata |\n\nSaved [`.imd-findings.json`](/home/imd17/.identitymd/work/56eb6c32-573b-4d39-b760-96c9f54b3876/6154a356-2c3d-432e-a4d3-fdcbbb54b637/.imd-findings.json) with exact source citations, fixes, and measured reproductions:\n\n- **High — bug:** Offline HUD text overlaps block data at 461–520px. Allow the feed to wrap and prevent the wheel reading from shrinking.\n- **Low — bug:** Restart retains the previous run’s kill-audio counter. Two identical eight-kill waves produced eight defeat sounds before restart and zero afterward.\n\nAll 20 existing tests and 18 Chromium interaction checks passed. WebKit could not launch because browser dependencies were unavailable; Safari remains unverified. The taste warning concerns the required tutorial covering background content and was dismissed after screenshot review. Nothing was fabricated.\n\n| Requirement | Status | Evidence |\n|---|---|---|\n| “original, playable single-page browser game named ‘Burrow Siege’” | Met | `App.tsx`, `engine.ts`; played in Chromium |\n| “Squeekchain Genesis Code lane” | Met | Footer identifies Genesis Code |\n| “tower defense…real hamster wheel…power plant” | Met | Live feed drives engine power generation |\n| “Not a dashboard, tracker, runner, rhythm or farming game” | Met | Tower placement, combat and vault defense |\n| “English UI” | Met | Rendered interface; `index.html` |\n| “static site on IPFS” | After review | Relative static export in `dist/`; publication pending |\n| “source repo with README” | Met | Source tree and `README.md` |\n| “Poll…/v1/status every 5 seconds” | Met | `feed.ts`, `useWheel.ts` |\n| “Verify field names against the live response” | Met | Successful API response matched parser |\n| “measurement.coreStatus (ACTIVE / IDLE / COUNTER_FAULT)” | Met | `parseStatus`; fault fallback tested |\n| “measurement.rpmMilli / 1000” | Met | `parseStatus` |\n| “measurement.freshness…measurement.distanceMm” | Met | Parser and feed disclosure |\n| “builder.projected…fall back to builder.anchor” | Met | Complete height/progress pair fallback tested |\n| “stale or unavailable…Wheel feed offline” | Met | Stale, failed and fault responses tested |\n| “Practice mode…simulated wheel…never…as real” | Met | Explicit simulated labels and cached-block wording |\n| “side-on pixel-art burrow…tunnels…surface…seed vault” | Met | Canvas scene and engine path |\n| “beetles, snakes, owls diving…weasel boss” | Met | Spawn logic, sprites and predator tests |\n| “Watts = live RPM × 2…while…ACTIVE” | Met | Engine power calculation |\n| “battery (cap 500)” | Met | Initial game state and capacity test |\n| “Towers drain Watts…empty…electric towers stop” | Met | Combat logic and empty-battery test |\n| “Spark Coil, Zap Lamp, Static Fence…strong…need Watts” | Met | Electric tower definitions and combat |\n| “Seed Catapult, Sticky Honey Trap, Sawdust Blower…weaker…free” | Met | Mechanical definitions; zero firing cost |\n| “balance both…real hamster decides when power flows” | Met | Live-dependent power; mixed-defense simulation |\n| “IDLE…predators…0.5×…building…30% less” | Met | Engine tests and browser nap transition |\n| “moon…Squeektoshi is napping, build now…rest…never punished” | Met | Nap banner; slower enemies and discounted building |\n| “ACTIVE above 40 RPM…1.3×…+50%…Overcharge” | Met | Phase logic, damage test and browser transition |\n| “each time blockHeight increases…Block Crate” | Met | Height tracking and queued crate tests |\n| “choose 1 of 3 random upgrades” with all four upgrade types | Met | `rollCrate`, `chooseUpgrade`; browser choices |\n| “toast with the real block number” | Met | Block notification and crate numbering |\n| “20 waves…plus an endless mode” | Met | Engine tests and mode con","treeHash":null,"usage":{"cachedInputTokens":3700736,"inputTokens":141289,"model":"gpt-6.1-sol","outputTokens":22582,"runtime":"codex","turns":9,"wallClockMs":793288}}],"verification":[{"checks":[],"detail":"paths and tree verified; no suite was run for this kind of work","evaluation":"structural","profile":"none","status":"accepted","submissionHash":"5c8118705b7f6cb3d3ea8611abdde549ecce4ab9aa5c049ab398155f0247cfbe","verifiedTreeHash":"8b567a412c489d63b761589bb4ef2eba6a1f61cd","verifierVersion":"0.1.0+beb1864a"},{"checks":[],"detail":"paths and tree verified; no suite was run for this kind of work","evaluation":"structural","profile":"none","status":"accepted","submissionHash":"97b53da75e2a4b33d1a94a18e85ed69dd3fb7b642d26f6dd3e75cef408b50eaf","verifiedTreeHash":"d40aa64d7575213308cb4abe2789c7eb1eb1e59f","verifierVersion":"0.1.0+beb1864a"}]}