{"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":"8bf47646-201a-4ed9-bb11-b81a21f93870","kind":"skill:build-website","nodes":[{"acceptedSubmissionHash":"2da4bcdddb0f021e8c780b645b2563a2bae9ceb17105d6210c44b3240b73f9ec","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":"391f3bc0aa1a6a0e7dc7115ef9b60152f1a9d7f4d88ba3a237ea3d042cac301c","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 a complete, fully playable retro side-scrolling platformer website — an original-art homage to 1985-era plumber platformers (Super Mario Bros style), titled \"SUPER PIXEL BROS.\" This is a real playable game, not a mockup: every mechanic below must actually work.\n\nPAGES: One page only — the game IS the site. Dark \"arcade cabinet\" page, game canvas centered in a subtle CRT-style bezel, pixel-lettering title above, controls legend and \"Built on IMD\" credit below. All UI text in English.\n\nTECH (strict): Single index.html with all CSS and JS inline. No frameworks, no CDN, no external images/audio/fonts, no build step; must work offline. Vanilla JS + Canvas 2D. Internal canvas 400×240 (16px tiles = 25×15 viewport), scaled to fit any window with letterboxing, image-rendering: pixelated. Fixed-timestep loop: physics at 60 Hz with accumulator, render on requestAnimationFrame. All sprites are ORIGINAL pixel art defined in code as palette-indexed string grids, pre-rendered to an offscreen atlas — do NOT embed or hotlink any copyrighted Nintendo graphics or any external asset. No per-frame allocations in the hot loop (pool fireballs/particles). Target 60 fps. Meta viewport, page title \"Super Pixel Bros\", inline data-URI favicon (pixel mushroom).\n\nPLAYER & PHYSICS (start values, tune if it feels off): Small plumber with red cap, blue overalls, mustache; hitbox 12×16 small / 12×28 big. States: small → big (mushroom) → fire (flower); power-down one step with ~2s invincibility flash; hit while small = death animation (pop up, fall through floor, no input) then respawn. Walk accel 0.08 px/frame, run accel 0.12, ground friction 0.94, skid turnaround, walk max 1.5 px/f, run max 2.5. Variable-height jump: impulse −7.5; gravity 0.28 while jump held and rising, 0.5 otherwise; terminal fall speed 7; coyote time 4 frames; jump buffer 5 frames. Walk/run animation cycle, skid pose, jump pose, facing flips.\n\nLEVELS & TILES: 3 complete levels, each 200+ tiles wide, defined in code as readable ASCII maps with a legend (# ground, B brick, ? question block, C coin, P pipe, = hard block, E enemy spawn, F flagpole...). Difficulty ramps; every level must be beatable. Level 1 sunny overworld (hills, bushes, clouds, pipes, pits, stair blocks). Level 2 sky/athletic with floating platforms, moving platforms, gaps. Level 3 underground palette (dark blue/black), tighter corridors, ceiling. Tiles: ground, brick (bump when small, break into 4 rotating fragments when big), ? block (coin or item, bump animation, becomes used block), spinning coins, green pipes of height 2-4, hard blocks, stair blocks; parallax background (clouds, hills, bushes drawn procedurally). Camera follows player horizontally with slight look-ahead, clamped to level bounds; vertical follow in level 2.\n\nENEMIES: Mushroom walker — walks and turns at walls, stomp = squash + 100 pts, side contact hurts player. Turtle — stomp = shell; kicking a still shell makes it slide, killing other enemies with combo scoring 100-200-400-800, and it hurts the player too; shell wakes up after ~6s. Piranha plant in at least 2 pipes (rises/lowers on a cycle, does not emerge while the player stands on that pipe). Enemies activate within ~1.5 screens of the camera, despawn far behind; pits kill them.\n\nITEMS & SCORING: ? blocks mostly give coins; the first ? block in each level gives a mushroom (or fire flower if already big); one hidden invisible 1-up block per level. Block coins pop up with animation; 100 coins = extra life. Fire state: shoot with run key, max 2 fireballs alive, they bounce along the ground, kill enemies, explode on walls. Level end: flagpole — grab height = bonus, slide down, auto-walk into the castle, \"LEVEL CLEAR\" banner with jingle, then next level. After level 3: \"THANK YOU! YOU ARE A SUPER PLAYER!\" win screen with final score and replay prompt.\n\nHUD & SCREENS: Classic top HUD in pixel font: SCORE 000000, coin ×00, WORLD 1-1 to 1-3, TIME 400 counting down (time up = lose a life), LIVES ×3. Pit fall, time up, or enemy hit while small = lose a life; 0 lives = GAME OVER then title. Title screen with logo, \"PRESS ENTER OR TAP TO START\", high score saved in localStorage, and a controls overlay. Pause overlay (P/Esc), mute toggle (M) with visible icon.\n\nAUDIO: All synthesized with WebAudio, initialized on first user gesture: jump, coin, stomp, bump, brick break, power-up, power-down, fireball, 1-up, death, flagpole, level-clear jingle; plus a short original chiptune background loop per level theme (square/triangle oscillators), quiet and pleasant, mutable with M.\n\nCONTROLS: Keyboard — Arrow keys or A/D to move; Space/Z/W/Up to jump (hold = higher); X or Shift = run + shoot fireball; P/Esc pause; M mute; Enter start/confirm. Mobile — on-screen touch controls: left/right buttons bottom-left, B (run/fire) and A (jump) bottom-right; multi-touch must work so moving and jumping at the same time is possible; touch-action: none, no double-tap zoom, no long-press context menu, no text selection; canvas rescales correctly at 390×844 portrait and landscape.\n\nACCEPTANCE — TEST IN THE BROWSER BEFORE SHIPPING: (1) loads with zero console errors; (2) start, run right, stomp a walker, collect 5 coins (counter updates), hit a ? block, get the mushroom, grow, break a brick; (3) get the fire flower and kill an enemy with a fireball; (4) stomp a turtle, kick the shell, shell kills another enemy; (5) die once (pit or enemy) — life count drops and respawn works; finish level 1 — flag slide loads level 2; (6) pause and mute work; at mobile width the touch controls are playable and the frame rate feels smooth. Fix anything that fails before shipping; ship nothing placeholder. If any feature can't be done exactly as specified, ship a simpler but fully working version instead of a broken ambitious one.","parentJobId":null,"planHash":"bdef81ee759aaafbe9940dd5cf59b651672bbd67a69c60af7dd2999a490cfe6e","previousHash":"0000000000000000000000000000000000000000000000000000000000000000","projectId":"8bf47646-201a-4ed9-bb11-b81a21f93870","publication":{"commit":null,"deliveredAt":null,"repoUrl":"https://github.com/identity-md-launches/launch-2954-build-complete-fully-playable"},"receiptIdentity":{"adapter":"0xde152afb7db5373f34876e1499fbd893a82dd336","chainId":1,"collection":"0x0000ec93127baa929e58e97dd0095a2bfb38ec1d","registry":"0x8004a169fb4a3325136eb29fa0ceb6d2e539a432"},"registry":"0xb6d0a187b050fa5bb0b87033a203f37becf4a775","research":[],"schema":"identitymd-work-v1","signals":[{"agentId":"51516","feedbackHash":"95282a685f5242a80aac7aa3052a6478a660dfb9b2694bb70ee6a6498b203fdd","nodeKey":"build_website","submissionHash":"2da4bcdddb0f021e8c780b645b2563a2bae9ceb17105d6210c44b3240b73f9ec","tag1":"verification:structural","tag2":"acceptance-v2","value":1},{"agentId":"51010","feedbackHash":"8717690e22297254ce80812f2c4eb2a5afa01b1c580ed837a21cd8e862da24cc","nodeKey":"design_critic","submissionHash":"391f3bc0aa1a6a0e7dc7115ef9b60152f1a9d7f4d88ba3a237ea3d042cac301c","tag1":"review:submission","tag2":"acceptance-v2","value":1}],"site":null,"snapshotHash":"fa1c5760856bd1f3c0d8c8b5951b116a39b53a54a205050b248680f5a73567fb","state":"completed","submissions":[{"artifacts":[],"attempt":1,"bundleHash":"6631e49abf72876d7ce1a6904b93b27fd1f88b0e80c343223b1b35127979c654","device":"c0f94d5c3d395bef","findings":[],"hash":"2da4bcdddb0f021e8c780b645b2563a2bae9ceb17105d6210c44b3240b73f9ec","nodeId":"1d754cdf-814a-4944-8282-8c73ea65dcc2","outcome":"completed","summary":"Built [Super Pixel Bros](dist/index.html) as one offline HTML file with three playable worlds, original art/audio, and keyboard/touch controls.\n\nPassed 32 Chromium checks, 16 design checks, and typechecking. Bundle: 0.76 MiB.\n\nWebKit testing was blocked by missing libraries. [Validation details](VALIDATION.md) document all limits; no results were fabricated.\n\nNot delivered: artifacts/design-measurements.json, artifacts/design-probe.json, artifacts/focus-controls.png, artifacts/focus-game.png, artifacts/game-validation.json, artifacts/gameplay-desktop.png, artifacts/gameplay-mobile.png, artifacts/help-mobile.png and 9 more. Under artifacts/, only this step's named outputs leave the machine.","treeHash":"6a6b7bc36b7cc1f753cdd4148411395d83b69c02","usage":{"cachedInputTokens":6969856,"inputTokens":100917,"model":"gpt-6.1-sol","outputTokens":92245,"runtime":"codex","turns":8,"wallClockMs":2839433}},{"artifacts":[],"attempt":1,"bundleHash":null,"device":"e7f8c6542ba6fced","findings":[{"citation":"resolved","description":"Now: The suppression interval ends at e.x + 20, although each pipe is 32 pixels wide. A player standing on the right part of that same pipe does not stop its plant from emerging.\nChange to: Check horizontal overlap against the complete two-tile pipe cap (pipeLeft = Math.floor(e.x / 16) * 16; pipeRight = pipeLeft + 32), retaining the standing-above check and resetting the retracted phase while occupied.\nWhy: The brief explicitly requires a piranha to not emerge while the player stands on that pipe.","line":514,"path":"index.html","reproduction":"Width: 390px or 1440px; viewport-independent engine defect. In world 1-1, stand at logical x=1973 with feet y=160 on the pipe spanning x=1952..1984. Wait through a plant cycle. Deterministic reproduction on /?test: const g=__game; g.stop(); g.start(); g.clearInput(); const e=g.level.enemies.find(e=>e.kind===2); g.level.enemies.forEach(a=>{if(a!==e)a.dead=-1;}); e.phase=0; e.active=true; Object.assign(g.p,{x:1973,y:144,vx:0,vy:0,ground:true}); g.step(130). Measured using the unchanged inline game update in a Node VM with DOM/drawing stubs: p.x=1973, p.y+p.h=160, p.ground=true, e.phase=130, e.baseY=160, e.y=132 (28px emergence). Control at x=1965 stays phase=0 and rise=0. Expected: the plant stays retracted at both positions. Browser rendering was unavailable; this reproduction verifies the actual game engine, not a screenshot.","severity":"medium","snippet":"if(e.kind===2){e.phase=(e.phase+1)%300;const near=p.x+p.w>e.x-5&&p.x<e.x+20&&p.y+p.h<=e.baseY+16;if(near&&e.phase<65)e.phase=0;let rise=0;if(e.phase>=65&&e.phase<115)rise=(e.phase-65)/50;else if(e.phase>=115&&e.phase<185)rise=1;else if(e.phase>=185&&e.phase<235)rise=1-(e.phase-185)/50;e.y=e.baseY-rise*28;e.h=24;if(rise>.3&&overlap(p.x,p.y,p.w,p.h,e.x,e.y,e.w,e.h))hurt();continue;}","title":"bug: piranhas emerge while the player stands on the right edge of their pipe"},{"citation":"resolved","description":"Now: openHelp pauses only when entered from playing. If opened during dying or the flag sequence, the transition keeps running, starts the next life/world while the modal remains open, and enemies can take more lives while game keydown events are blocked by help.open.\nChange to: Suspend simulation while the help dialog is open in every campaign state, preserving and restoring the exact pre-dialog state on close; alternatively defer respawn and next-world activation until the dialog closes.\nWhy: The controls overlay must let a visitor read instructions without losing an uncontrollable next life. The existing help flow already pauses ordinary play, so transitions need the same protection.","line":552,"path":"index.html","reproduction":"Width: 390px or 1440px; viewport-independent state-machine defect. Start a game, fall into a pit, and click How to play during the approximately 2-second death animation. Leave the dialog open for 20 seconds. Expected: the campaign remains suspended until the dialog closes. Actual deterministic reproduction using the unchanged inline script in a Node VM with DOM/drawing stubs and the registered helpButton click handler: start with 3 lives; set p.y=290,p.vy=7; step once => dying, 2 lives; dispatch helpButton click => help.open=true; step(600) => playing, timer=392.08333333334053, help.open=true; step(600) again => 1 life, help.open=true. Opening the same dialog during the flag slide also starts world 1-2 and drops 3 lives to 2 after 1200 steps while the dialog stays open. Control: opening during playing remains paused at timer=400 through 1200 steps. No map/enemy edits are needed. Browser rendering was unavailable; the actual transition and event-handler logic were executed. Runnable browser-console isolation on /?test: const g=__game; g.stop(); g.start(); g.clearInput(); Object.assign(g.p,{y:290,vy:7}); g.step(); document.getElementById(\"helpButton\").click(); g.step(1200); ({state:g.state,lives:g.lives,helpOpen:document.getElementById(\"help\").open}); expected no further lost lives while help is open; actual {state:\"playing\",lives:1,helpOpen:true}.","severity":"medium","snippet":"let helpWasPlaying=false;function openHelp(){helpWasPlaying=state==='playing';if(helpWasPlaying)pause();help.showModal();$('closeHelp').focus();}$('helpButton').addEventListener('click',openHelp);$('closeHelp').addEventListener('click',()=>help.close());help.addEventListener('close',()=>{if(helpWasPlaying&&state==='paused')pause();$('helpButton').focus();});help.addEventListener('click',e=>{if(e.target===help){const r=help.getBoundingClientRect();if(e.clientX<r.left||e.clientX>r.right||e.clientY<r.top||e.clientY>r.bottom)help.close();}});","title":"bug: opening controls during death or level clear lets the next life run behind the modal"}],"hash":"391f3bc0aa1a6a0e7dc7115ef9b60152f1a9d7f4d88ba3a237ea3d042cac301c","nodeId":"41b2d31e-108b-4f53-a806-8a0de1b399a6","outcome":"completed","summary":"| Area | Result |\n|---|---|\n| Requirements | 78 entries: 67 met, 1 missing, 0 faked, 10 after review |\n| Broken features | 2 verified bugs, both medium |\n| First screen at 390px | Unverified |\n| taste@1 | 0/16 measured; browser checks blocked |\n| Copy | 0 confirmed findings |\n| Share card | Embedded SVG metadata present; unfurl unverified |\n\nSaved the findings in [.imd-findings.json](/home/imd2/.identitymd/work/8bf47646-201a-4ed9-bb11-b81a21f93870/41b2d31e-108b-4f53-a806-8a0de1b399a6/.imd-findings.json). Website files remain unchanged.\n\n- **Medium — bug: piranhas emerge while the player stands on their pipe’s right edge.** The occupancy check covers only part of the pipe. At player `x=1973`, feet `y=160`, the plant rises 28px despite the player remaining grounded on that pipe. Check the complete 32px pipe cap.\n- **Medium — bug: help opened during death or level clear allows another life to run behind the dialog.** After opening help during death and advancing 1,200 simulation steps, lives drop from two to one while help remains open. Suspend transitions and gameplay until the dialog closes.\n\nTwenty-three baseline engine checks passed. Additional tests reproduced both bugs. Static geometry searches reached all three flags with both player sizes, with enemies and moving platforms disabled. These were tests of the actual inline engine with DOM/drawing stubs—not browser playthroughs.\n\nThe audit below uses **Met** for source or engine evidence. **After review** identifies browser or listening checks that remain unverified. All implementation references are in [index.html](/home/imd2/.identitymd/work/8bf47646-201a-4ed9-bb11-b81a21f93870/41b2d31e-108b-4f53-a806-8a0de1b399a6/index.html).\n\n| # | Requirement | Status | Evidence |\n|---|---|---|---|\n| 1 | One-page playable retro platformer, “SUPER PIXEL BROS.” | Met | `ART`, `CHUNKS`, update/render loop |\n| 2 | Dark arcade page, centered canvas, CRT bezel | Met | `.bezel`, `.screen`, scanline overlay |\n| 3 | Pixel title above; controls and “Built on IMD” below | Met | `marquee()`, `#instructions`, footer |\n| 4 | English UI | Met | DOM and canvas strings |\n| 5 | Single inline HTML file, offline, no build required | Met | Inline CSS/JS; source and export match |\n| 6 | Vanilla Canvas; no frameworks, CDN or external assets/fonts | Met | Canvas initialization, generated assets |\n| 7 | 400×240 canvas, 16px tiles, 25×15 viewport | Met | Canvas attributes; `W`, `H`, `T` |\n| 8 | Pixelated scaling, letterboxing, fitting any window | After review | Responsive CSS present; rendering unverified |\n| 9 | Fixed 60Hz physics, accumulator, RAF rendering | Met | `STEP`, `loop()` |\n| 10 | Original palette grids and offscreen sprite atlas | Met | `PAL`, `ART`, atlas construction |\n| 11 | No recurring gameplay allocations; pooled effects | Met | Entity pools, cached HUD |\n| 12 | Target 60fps | After review | Performance measurement blocked |\n| 13 | Viewport meta, specified page title, mushroom favicon | Met | `<head>` |\n| 14 | Red cap, blue overalls, mustache | Met | `ART.hero`, palette |\n| 15 | 12×16 / 12×28 hitboxes | Met | Player object, power-up/damage checks |\n| 16 | Small → big → fire progression | Met | Item and growth checks |\n| 17 | Stepwise damage and approximately two-second flash | Met | `hurt()`, 120-frame invincibility |\n| 18 | Death pop/fall, disabled input, respawn | Met | `die()`, dying-state update |\n| 19 | Walk/run acceleration and maximum speeds | Met | `.08/.12`, `1.5/2.5`; engine checks |\n| 20 | `.94` friction and skid turnaround | Met | `updatePlayer()`, skid pose |\n| 21 | Variable jump, −7.5 impulse, specified gravity/fall cap | Met | Physics code; held/tapped jump check |\n| 22 | Four-frame coyote time, five-frame buffer | Met | `p.coyote`, `p.buffer` |\n| 23 | Walk/run, skid, jump poses and facing flips | Met | `drawWorld()`, sprite variants |\n| 24 | Three readable ASCII maps, 200+ tiles each, legend | Met | Three validated 256×15 maps |\n| 25 | Increasing difficulty and beatable levels ","treeHash":null,"usage":{"cachedInputTokens":2755968,"inputTokens":99640,"model":"gpt-6.1-sol","outputTokens":33841,"runtime":"codex","turns":8,"wallClockMs":1318320}}],"verification":[{"checks":[],"detail":"paths and tree verified; no suite was run for this kind of work","evaluation":"structural","profile":"none","status":"accepted","submissionHash":"2da4bcdddb0f021e8c780b645b2563a2bae9ceb17105d6210c44b3240b73f9ec","verifiedTreeHash":"6a6b7bc36b7cc1f753cdd4148411395d83b69c02","verifierVersion":"0.1.0+df310a90"}]}