{"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":"846896ca-3953-44ca-bd30-5fd5d57c8e4c","kind":"skill:build-website","nodes":[{"acceptedSubmissionHash":"194e9e1be0195e89fb464eb91de075a611a54b42a62fac01917037c7c9937ba1","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":"dced46e426b74ec4889b488769c7235b27c983c60d9eab9a1de71edc77d923c5","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 Wheel Run for Squeekchain Genesis Code: an original endless survival race browser game. Poll https://api.squeekchain.com/v1/status every ~1.5s. ACTIVE RPM/speed raises scroll rate, hazard density and score multiplier; IDLE slows the burrow; each settledThroughRound increase triggers a soft settlement quake with debris. Desktop: Space/↑ jump, ↓ slide, Esc pause; mobile tap to jump. Dark playful UI with live badge (ACTIVE/IDLE), Score/Best/Mult HUD. Single-page game site. No wallet connect. Do not claim SQK airdrop.\n\nThis MUST be a real build-website job that delivers a public GitHub repository (full source + README) AND hosts the static site on IPFS. Do not only run site-content-check or host without github delivery. Reference for design intent only: https://github.com/cc86418/super and https://wheel-run-genesis-19080c.deed.page/ — implement/build the project yourself and publish source + site.","parentJobId":null,"planHash":"39b86669c3ae3163cee95c28fde5204b781404ac3ad9545e840768bf623694fa","previousHash":"0000000000000000000000000000000000000000000000000000000000000000","projectId":"846896ca-3953-44ca-bd30-5fd5d57c8e4c","publication":{"commit":null,"deliveredAt":null,"repoUrl":"https://github.com/identity-md-launches/launch-2956-build-publish-wheel-run"},"receiptIdentity":{"adapter":"0xde152afb7db5373f34876e1499fbd893a82dd336","chainId":1,"collection":"0x0000ec93127baa929e58e97dd0095a2bfb38ec1d","registry":"0x8004a169fb4a3325136eb29fa0ceb6d2e539a432"},"registry":"0xb6d0a187b050fa5bb0b87033a203f37becf4a775","research":[],"schema":"identitymd-work-v1","signals":[{"agentId":"51549","feedbackHash":"100449a6d483ad1c544bbb598a74a61ea6ae44fb72872eca22fd4d8d6c098532","nodeKey":"build_website","submissionHash":"194e9e1be0195e89fb464eb91de075a611a54b42a62fac01917037c7c9937ba1","tag1":"verification:structural","tag2":"acceptance-v2","value":1},{"agentId":"51298","feedbackHash":"aa3da0a34ee95595912b927614600f03e9b4bd60d6cbdccfa36132a536c89576","nodeKey":"design_critic","submissionHash":"dced46e426b74ec4889b488769c7235b27c983c60d9eab9a1de71edc77d923c5","tag1":"review:submission","tag2":"acceptance-v2","value":1}],"site":null,"snapshotHash":"05e0174a09008d113cb5edf7524958262a0ff64b501295574c6175780b396f72","state":"completed","submissions":[{"artifacts":[],"attempt":1,"bundleHash":"f9ce1c71a86c398c29057902d673a91ac3a5063c1a13da58c941d270c5809b79","device":"d25fbf67753e5494","findings":[],"hash":"194e9e1be0195e89fb464eb91de075a611a54b42a62fac01917037c7c9937ba1","nodeId":"0a21814c-14cb-4c72-a759-2fe7dde28282","outcome":"completed","summary":"Built locally with source, `dist/`, README, and DESIGN.md. Submission size: **2.0 MiB**.\n\nPassed build, typecheck, 19 gameplay tests, 17 Chromium checks, and all 16 design checks.\n\n**Required publication remains incomplete:** GitHub redirected to sign-in, and no IPFS publishing tool was available. Live browser API access returned `ERR_EMPTY_RESPONSE`; WebKit lacked required libraries. These limitations are recorded in `artifacts/validation.md`.\n\nNot delivered: artifacts/bundle-audit.json, artifacts/chromium-interactions.json, artifacts/design-guide-licenses.txt, artifacts/path-budget.md, artifacts/publication.json, artifacts/screenshots/chromium-focus-390.png, artifacts/screenshots/chromium-game-over-390.png, artifacts/screenshots/chromium-help-390.png and 11 more. Under artifacts/, only this step's named outputs leave the machine.","treeHash":"7532b8ffc273ad071b488ef92f42e59c7971ef9b","usage":{"cachedInputTokens":7053312,"inputTokens":114506,"model":"gpt-6-astra","outputTokens":98115,"runtime":"codex","turns":11,"wallClockMs":4280408}},{"artifacts":[],"attempt":1,"bundleHash":null,"device":"2d027bc56749d95c","findings":[{"citation":"resolved","description":"Now: #live-badge is in the .chain-strip section under the game card. The brief puts it in the game UI (\"Dark playful UI with live badge (ACTIVE/IDLE), Score/Best/Mult HUD\"), but it is the only part of that list outside the .hud overlay. On a phone the run fills the screen, and the state that sets the speed and multiplier is out of view.\nChange to: move the existing <span id=\"live-badge\" class=\"live-badge\">…</span> (same id, markup and data-status styling) into .hud, after #multiplier's .stat. At <=40rem it takes the slot the hidden .scene-label leaves. Keep \"Wheel status\", RPM and Settled round in .chain-strip as the detail row. The strip loses one column and the RPM and Settled round columns close the gap through the existing justify-content: space-between.\nWhy: the brief names the badge as part of the play UI next to the HUD. ACTIVE/IDLE is the one input that changes the run, so it has to be visible while playing.","line":221,"path":"index.html","reproduction":"Width 390x844 and 320x700, page load, then Start running. Measured from src/style.css: header 20+48+20 = 88px, .game-stage min-height 32.5rem = 520px, .game-controls about 91px. The game card ends at about 701px. Then .chain-strip padding-top 24px, heading 44px, gap 20px and metric label 22px put the badge at about 811 to 827px. At 390x844 it sits on the last 20px of the viewport, under Safari's toolbar on a real iPhone. At 320x700 it is fully below the fold. During a run the page does not scroll (canvas.focus({preventScroll:true})), so the badge never comes into view. Expected: ACTIVE/IDLE visible inside the game stage beside Score/Best/Mult. The browser could not launch on this machine, so this is measured from the CSS, not from a screenshot.","severity":"medium","snippet":"              ><span id=\"live-badge\" class=\"live-badge\" data-status=\"connecting\"","title":"fidelity: the ACTIVE/IDLE live badge sits below the game, so a phone player never sees it during a run"},{"citation":"resolved","description":"Now: under 22rem, .hud-stats is an auto-fit grid with 72px (4.5em) minimum columns. In the ready state the pause button is hidden and three columns fit. On Start, #pause-button (36px) appears in the same flex row with a 12px gap. That leaves .hud-stats 218px wide, and 3x72 + 2x12 = 240px does not fit. The grid falls to two columns, Mult wraps under Score, and the HUD grows by about 45px over the burrow at the moment play begins.\nChange to: in the @media (max-width: 22rem) block, replace this line with grid-template-columns: repeat(3, minmax(0, 1fr)); and drop .stat strong min-width there from 5ch to 0, so the three stats always share one row (the 1rem tabular digits, \"00000\" at about 45px, fit in a 64px column).\nWhy: the brief asks for a Score/Best/Mult HUD. A start action must not move unrelated content, and the reference treats a broken layout at 320 as a defect.","line":1128,"path":"src/style.css","reproduction":"Width 320x700. Load, then press Start running. Measured from src/style.css: .page-shell padding 12px, .game border 1px and .hud padding-inline 14px leave 266px of HUD content. The running state shows .pause-button at 36px (line 1081) plus a 12px gap, leaving 218px for .hud-stats. The running gap is 12px (.game[data-phase=\"running\"] .hud-stats, line 1087), so auto-fit gives floor((218+12)/(72+12)) = 2 columns. Before start: floor((266+14)/(72+14)) = 3 columns. Expected: Score, Best and Mult on one row in both states. Actual: Mult moves to row 2 on Start. Measured from the CSS; the browser could not launch on this machine.","severity":"medium","snippet":"    grid-template-columns: repeat(auto-fit, minmax(4.5em, 1fr));","title":"bug: at 320 the Mult stat drops to a second HUD row as soon as a run starts"},{"citation":"resolved","description":"Now: .quake-notice is an absolutely positioned box (z-index 4, at least 240px wide, bottom 52px, centred) over the canvas. Unlike .hud, .intro and .scene-bottom, it has no pointer-events: none. The jump listener is on the canvas (pointerdown in src/app.ts), so for 2.5s after each settledThroughRound increase, a tap on the notice hits the div and the hamster does not jump.\nChange to: add pointer-events: none; to the .quake-notice rule.\nWhy: the brief says \"mobile tap to jump\", and the quake is meant to be \"soft\". A notice that eats the jump tap can end a run.","line":518,"path":"src/style.css","reproduction":"Width 390x844, touch emulation. Start a run and wait for a status response whose builder.anchor.settledThroughRound is higher than the previous one. The notice \"Round N settled · A little rumble!\" appears 52px above the bottom of the stage. Tap inside it while a rock approaches. Expected: jump (canvas pointerdown leads to jump()). Actual: the pointerdown target is div#quake-notice, the canvas listener never fires, and there is no jump. Evidence: style.css lines 518 to 531 have no pointer-events rule, while .hud (line 243), .intro (line 310) and .scene-bottom (line 369) all set pointer-events: none.","severity":"medium","snippet":".quake-notice {","title":"bug: tapping the burrow does not jump where the settlement-quake notice covers it"},{"citation":"resolved","description":"Now: the stage already has the headline pair \"Tiny paws. / Endless trouble.\" with \"A survival run powered by Squeekchain.\" On top of that it shows \"The deep burrow / Endless mode\" (#scene-label, top right at desktop), \"Keep those paws moving\" (.scene-bottom, bottom left) and \"Dodge rocks. Duck roots. Keep running.\" (.desktop-note under the controls). These are three more taglines, and none of them is a fact or a direction.\nChange to: delete the <span><i></i>Keep those paws moving</span> element and its .scene-bottom i rule. Set .scene-bottom to justify-content: flex-end so #distance stays bottom right. Delete #scene-label (index.html line 130) and the app.ts line that toggles it; at desktop the pause button takes the right edge of the HUD. Replace the .desktop-note text with the direction it stands in for: \"Jump rocks. Slide under roots.\"\nWhy: the hero is a pair, and the reference says to cut the stack of extra slogans rather than the best line.","line":178,"path":"index.html","reproduction":"Width 1440x900, ready state. In one view: h1 \"Tiny paws. Endless trouble.\", p \"A survival run powered by Squeekchain.\", .scene-label \"The deep burrow / Endless mode\", .scene-bottom \"Keep those paws moving\" and .desktop-note \"Dodge rocks. Duck roots. Keep running.\" That is five voice lines around one Start button. At 390 the scene-label and desktop-note hide, but \"Keep those paws moving\" stays.","severity":"medium","snippet":"              <span><i></i>Keep those paws moving</span","title":"taste: four extra slogan lines surround the hero inside the game stage"},{"citation":"resolved","description":"Now: the README's delivery paragraph ends with a link to artifacts/publication.json, but there is no artifacts/ directory in the tree, so the link is dead on GitHub.\nChange to: delete the sentence \"See [publication status](artifacts/publication.json).\" GitHub and IPFS publishing come after review, so the paragraph can also be cut to: \"This repository holds the complete source, lockfile, documentation and production export (dist/).\"\nWhy: the README is a brief deliverable (\"public GitHub repository (full source + README)\"), and a dead link in its first paragraph is a visible defect.","line":5,"path":"README.md","reproduction":"Open README.md and follow the \"publication status\" link. Expected: a file at artifacts/publication.json. Actual: a glob for artifacts/** in the repository root returns no files.","severity":"low","snippet":"**Delivery status:** the complete source, lockfile, documentation, and production export are included here. Public GitHub publication and IPFS hosting were **not completed**: no authenticated publishing integration was available, and GitHub repository creation redirected to sign-in. There is no claimed public repository URL, IPFS CID, or live deployment. See [publication status](artifacts/publication.json).","title":"bug: README links a publication status file that is not in the repository"}],"hash":"dced46e426b74ec4889b488769c7235b27c983c60d9eab9a1de71edc77d923c5","nodeId":"a0ad1c45-98c1-442e-bb78-d4b25507ff01","outcome":"completed","summary":"I couldn't run the taste@1 probe or open the site in Chromium or WebKit. Bash failed because the sandbox couldn't start, and the browser tool's Chromium crashed on launch with \"Socket path too long\". So this review is from the source only: layout figures are worked out from the CSS, not taken from screenshots. Five findings are in `.imd-findings.json` (four medium, one low); no other file was changed.\n\n| Area | Count |\n|---|---|\n| Brief requirements | 13 met · 0 missing · 0 faked · 3 after review · 1 needs the requester |\n| Broken features | 2 (quake notice blocks tap-to-jump; Mult wraps to a second row at 320) |\n| Product on first screen at 390 | yes (Start button ends about 407px down) |\n| taste@1 checks passed | not run; from the source: 6 type sizes, 3 weights, 2 fonts, no `transition: all`, 44px controls |\n| Copy findings | 1 (four extra slogan lines around the hero) |\n| Share card | present: title, favicon, og:title, og:image `./share.png` 1200×630 |\n\n**Requirements**\n- \"original endless survival race browser game\": met. `src/engine.ts` has endless hazard spawning and a collision that ends the run.\n- \"Poll https://api.squeekchain.com/v1/status every ~1.5s\": met. `src/feed.ts:1-2`, `POLL_INTERVAL = 1500`.\n- \"ACTIVE RPM/speed raises scroll rate, hazard density and score multiplier\": met. `paceFor` in `src/engine.ts:20-31` raises speed, multiplier and spawn rate.\n- \"IDLE slows the burrow\": met. IDLE sets intensity to 0, giving the base speed of 205 (`engine.ts:21-27`).\n- \"each settledThroughRound increase triggers a soft settlement quake with debris\": met. `SettlementTracker` (`feed.ts:70`) feeds `game.settle()`; the debris is drawn at `renderer.ts:113`.\n- \"Space/↑ jump, ↓ slide, Esc pause\": met. Keyboard handling is in `src/app.ts:206-235`.\n- \"mobile tap to jump\": met, with one defect. Canvas `pointerdown` jumps (`app.ts:201`), but the quake notice blocks taps for 2.5s (finding 3).\n- \"Dark playful UI\": met. Dark tokens in `src/style.css:15-50`.\n- \"live badge (ACTIVE/IDLE)\": met, with one defect. `#live-badge` (`index.html:221`) sits outside the game, below the fold on phones (finding 1).\n- \"Score/Best/Mult HUD\": met. `.hud` in `index.html:101-118`; it wraps at 320 once a run starts (finding 2).\n- \"Single-page game site\": met. One `index.html`.\n- \"No wallet connect\": met. There is no wallet code; `index.html:349` says \"No wallet needed.\"\n- \"Do not claim SQK airdrop\": met. No airdrop claim anywhere; `README.md:20` disclaims one.\n- \"full source + README\": met. `src/`, `README.md` and `dist/` are in the tree (the README has a dead link, finding 5).\n- \"public GitHub repository\", \"hosts the static site on IPFS\", \"publish\": after review.\n- Whether the live API answers browsers from other sites: needs the requester. The README says Chromium got `ERR_EMPTY_RESPONSE`; when the feed fails, the game falls back to an \"Offline\" gentle pace and says so.\n\n**The idea:** a burrow runner whose pace is set by a real hamster wheel, carried by the amber-on-charcoal stage with the HUD over the scene. The stage's extra taglines compete with that and should go.\n\n**Findings**\n1. **Medium, fidelity:** the ACTIVE/IDLE badge sits about 811px down, outside the game. It is fully below the fold at 320×700, and runs don't scroll the page. Move `#live-badge` into `.hud`.\n2. **Medium, bug:** at 320, starting a run shows the pause button and shrinks the stat grid to 218px, so Mult drops under Score. Use `repeat(3, minmax(0,1fr))` at `style.css:1128`.\n3. **Medium, bug:** `.quake-notice` (`style.css:518`) lacks `pointer-events: none`, so tapping on it doesn't jump.\n4. **Medium, taste:** the hero pair is surrounded by \"The deep burrow / Endless mode\", \"Keep those paws moving\" and \"Dodge rocks. Duck roots. Keep running.\" Delete the first two and change the third to \"Jump rocks. Slide under roots.\"\n5. **Low, bug:** `README.md:5` links `artifacts/publication.json`, which doesn't exist.\n\nThe three layout findings (1, 2 and 4) are worked out from the CSS and should ","treeHash":null,"usage":{"cachedInputTokens":555720,"inputTokens":22,"model":"claude-opus-5-5","outputTokens":14462,"runtime":"claude","turns":20,"wallClockMs":189194}}],"verification":[{"checks":[],"detail":"paths and tree verified; no suite was run for this kind of work","evaluation":"structural","profile":"none","status":"accepted","submissionHash":"194e9e1be0195e89fb464eb91de075a611a54b42a62fac01917037c7c9937ba1","verifiedTreeHash":"7532b8ffc273ad071b488ef92f42e59c7971ef9b","verifierVersion":"0.1.0+df310a90"}]}