{"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":"72501653-a08d-4707-a465-ea81684c594b","kind":"skill:build-website","nodes":[{"acceptedSubmissionHash":"2f5e8cd16960f28a79324de25ef2cfb452349caa8264f82d827fa6aa7951c246","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":"268185009ce230f251bf6bb39c50ca28370e3b0e45cd254ff41d4fc328e01d5a","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 SQUEEKQUEST – COMPLETE SQUEEKCHAIN GAME\n\nUpgrade the existing SqueekQuest project into a complete, polished 2D top-down Survival Adventure game powered by real Squeekchain data.\n\n**IMPORTANT:** Modify the existing project. Do not create a new project, replace the project with a demo, or remove working features unnecessarily.\n\n## 1. GAME DESIGN\n- Desktop Web, 2D top-down pixel art.\n- Main character: cute hamster with smooth animations.\n- Genre: Exploration + Survival + Combat + Crafting.\n- Visual quality: cohesive pixel-art world, detailed environments, readable UI, polished effects.\n- Main locations: Forest, Ancient Ruins, Underground Cave.\n- Include enemies, resource nodes, hidden areas and at least one boss.\n\n## 2. COMPLETE GAMEPLAY\nImplement fully functional:\n- Movement, collision, health, stamina and survival.\n- Combat, enemy AI, damage, dodge and boss fight.\n- Resource gathering and item drops.\n- Inventory, equipment and item management.\n- Crafting recipes and usable tools/weapons.\n- Base building and upgrades.\n- Main quests, side quests, rewards and achievements.\n- XP, levels, skill progression and unlockable areas.\n- Map, pause, settings, game-over and restart.\n- Local save/load with reliable progress persistence.\n\nAll visible buttons and gameplay systems must work. No decorative or fake interactions.\n\n## 3. REAL SQUEEKCHAIN INTEGRATION\nUse the official public API:\nBase URL: https://api.squeekchain.com\n\nIntegrate:\n- GET /v1/status\n- GET /v1/core\n- GET /v1/measurement/blocks\n- GET /v1/events?category=measurement&limit=40\n- GET /v1/measurement/stats?range=7d\n\nCreate a dedicated Squeekchain-powered gameplay system called CHAIN PULSE:\n\n- Detect newly SETTLED Squeek blocks using confirmed SqueekCore data, not optimistic projections.\n- Each new settled block triggers one unique in-game world event: resource cache, enemy wave, exploration portal or special encounter.\n- Prevent duplicate rewards using persistent block/event IDs.\n- Use real measurement events for special quests and achievements where valid.\n- Show live hamster status, RPM, block height and data freshness in a compact in-game panel.\n- Clearly distinguish hardware, simulated, replay and derived provenance.\n- Never present simulated data as real hardware activity.\n- Treat unavailable or stale API data as UNKNOWN, never as zero.\n- Handle network errors, rate limits, retries and missing data safely.\n- Keep normal gameplay available when Squeekchain API is offline.\n\nDo not fabricate blockchain data, transactions, measurements, rewards or API responses.\n\n## 4. TECHNICAL REQUIREMENTS\n- Keep the existing project architecture and working assets where possible.\n- Use Local Storage for game progress and event deduplication.\n- No backend or database unless absolutely required by the existing architecture.\n- No wallet connection, signing, token transfers or paid services required for normal gameplay.\n- No external paid assets, subscriptions or services.\n- Optimize for desktop browsers and responsive layouts.\n- Add loading, offline, error and reconnect states.\n\n## 5. ACCEPTANCE TESTS\nBefore declaring completion, verify:\n1. Game starts and can be played.\n2. Movement, collision and combat work.\n3. Enemies and boss can be defeated.\n4. Gathering, inventory, crafting and building work.\n5. Quests, XP, levels and unlocks work.\n6. Save/load preserves progress after refresh.\n7. Official API requests return correctly parsed data when available.\n8. A newly confirmed Squeek block triggers exactly one Chain Pulse event.\n9. Duplicate events never grant duplicate rewards.\n10. Offline mode works without crashing or inventing live data.\n11. All UI controls work and there are no critical gameplay errors.\n\n## 6. STRICT BUILD RULES\n- Prioritize a complete playable product over unnecessary features.\n- Do not replace gameplay with static screens or mockups.\n- Do not use mock API data to claim successful integration.\n- Do not remove existing working features without necessity.\n- Do not create another project.\n- Do not purchase or activate any paid service.\n- Do not start additional paid jobs or incur additional costs.\n- If a requirement cannot be implemented within the current environment, report the exact limitation instead of pretending it works.\n\n**FINAL DELIVERABLE:** A complete, playable SqueekQuest game with genuine Squeekchain-powered gameplay, persistent local progress, polished visuals and verified acceptance tests.","parentJobId":"3c695fed-c7e7-43b1-83c6-5ee6b4d16a3d","planHash":"6218948f617bac1f011617b651664de4e29f9325ffa69314ddd4d6d90dae829b","previousHash":"cb1473ca687d7bce5da1aafe4782dcc8b4a32f9e086bd993bcd40c019ae8959f","projectId":"d44df940-5c82-4bb9-b618-4987f67ccc9d","publication":{"commit":"1b8a9cd13d3ab38cea392b1b372ae6aeb4ebf0cd","deliveredAt":"2026-11-07T03:49:24.704Z","repoUrl":"https://github.com/identity-md-launches/launch-3041-build-squeekquest"},"receiptIdentity":{"adapter":"0xde152afb7db5373f34876e1499fbd893a82dd336","chainId":1,"collection":"0x0000ec93127baa929e58e97dd0095a2bfb38ec1d","registry":"0x8004a169fb4a3325136eb29fa0ceb6d2e539a432"},"registry":"0xb6d0a187b050fa5bb0b87033a203f37becf4a775","research":[],"schema":"identitymd-work-v1","signals":[],"site":{"cid":"bafybeia6ybjjro2ewmt7t65kejivngivqibh6qmtnb3zknqycryx3jc4na","ensName":"squeekquest-a-little-hamster-adv.identitymd.eth","namingTransaction":"0x3f0bef10b2631c58404b9b8cd9f01da4c2e3711c3beeccca4d228f6e1619742f"},"snapshotHash":"a98c2119235ea608f239d6aa2f2a4e2794011876521c12a1b9ded367d1e2a07a","state":"completed","submissions":[{"artifacts":[],"attempt":1,"bundleHash":null,"device":"4ece7e789ed37442","findings":[{"citation":"resolved","description":"Now: The minigame handles Escape by setting its paused state but leaves the browser's default dialog cancellation enabled. The parent dialog immediately closes and destroys the unfinished run.\nChange to: In this Escape branch, call e.preventDefault() before setStatus('paused') so the existing pause overlay and Resume adventure control remain visible.\nWhy: The game promises Escape pauses, and the brief requires functional pause controls while preserving existing working gameplay. A pause action should retain the current seed collection.","line":139,"path":"src/components/game-map.tsx","reproduction":"At 1440 × 1000 in Chromium, open Play Sunflower scramble, select Start adventure inside the dialog, select Collect seed 1 and wait until the counter reads 1 / 5 seeds. Focus the map and press Escape. Expected: the dialog remains open with Resume adventure and the collected seed retained. Actual: document.querySelectorAll('dialog').length becomes 0 and no Resume adventure button exists. Reopening Play Sunflower scramble displays 0 / 5 seeds. This was reproduced in the shipped dist export with official API requests blocked; it does not depend on API availability.","severity":"medium","snippet":"    if (e.key === 'Escape' && status === 'playing') setStatus('paused');","title":"bug: Escape discards an active Sunflower scramble instead of pausing it"},{"citation":"resolved","description":"Now: A first visitor can open the profile and submit Save name. The page announces 'Explorer name saved.' while setSetting skips persistence because saveEnabled is still false. Refresh restores the default name.\nChange to: For a valid initial adventure, enable saving before persisting the submitted name, return the storage-write result to the submit handler, and show 'Explorer name saved.' only on success. Keep the existing unreadable-save protection.\nWhy: Save name is an enabled, explicit save control; the brief requires working controls and reliable local persistence. Its success message must describe a durable result.","line":1500,"path":"src/pages/index.tsx","reproduction":"At 1440 × 1000 in Chromium with a fresh browser context, load the game without pressing Start adventure. Open Explorer profile, replace Little explorer with Acorn, and press Save name. The field reads Acorn and the status reads 'Explorer name saved.', but localStorage.getItem('squeekquest.survival.v2') is null. Close the dialog, reload, and reopen the profile: the field reads Little explorer. Expected: the explicitly saved Acorn survives refresh. API requests were blocked for this reproduction; localStorage itself was available.","severity":"medium","snippet":"                    setSetting({ name: name.slice(0, 24) });\n                    setMessage('Explorer name saved.');","title":"bug: Save name reports success before an adventure exists but loses the name on refresh"}],"hash":"268185009ce230f251bf6bb39c50ca28370e3b0e45cd254ff41d4fc328e01d5a","nodeId":"f7e3d0af-53b1-486e-bc5d-f3e985cea97f","outcome":"completed","summary":"| Area | Result |\n|---|---|\n| Requirements | 63 reviewed: 59 met, 4 partially missing, 0 faked, 0 after review, 0 needs requester |\n| Broken features | 2 medium findings; no high or critical findings |\n| First screen at 390px | Game and Start adventure visible |\n| taste@1 | 16/16 passed |\n| Copy | 0 editorial findings |\n| Share card | Present; 5/5 metadata checks passed |\n\nSaved the findings in [.imd-findings.json](/root/.identitymd-1975/work/72501653-a08d-4707-a465-ea81684c594b/f7e3d0af-53b1-486e-bc5d-f3e985cea97f/.imd-findings.json). No project files were changed.\n\n- **bug: Escape discards an active minigame.** At 1440 × 1000, start Sunflower scramble, collect one seed, focus its map, and press Escape. The dialog closes; reopening shows **0/5**, losing the previous **1/5**. In [game-map.tsx:139](/root/.identitymd-1975/work/72501653-a08d-4707-a465-ea81684c594b/f7e3d0af-53b1-486e-bc5d-f3e985cea97f/src/components/game-map.tsx:139), prevent Escape’s default dialog cancellation before setting the paused state, so pausing retains the run.\n- **bug: Save name reports success without saving.** At 1440 × 1000 in a fresh browser context, open the profile before starting an adventure, enter **Acorn**, and select Save name. The message says **“Explorer name saved.”**, but the save key remains `null`; refresh restores **Little explorer**. In [index.tsx:1500](/root/.identitymd-1975/work/72501653-a08d-4707-a465-ea81684c594b/f7e3d0af-53b1-486e-bc5d-f3e985cea97f/src/pages/index.tsx:1500), enable persistence for this explicit save and announce success only after a successful write, while retaining unreadable-save protection.\n\nThe requirement audit below counts partially working clauses as **missing**. Four such clauses trace to the two bugs above.\n\n| # | Requirement | Status and evidence |\n|---|---|---|\n| 1 | “Modify the existing project”; no replacement demo or unnecessary removal | **Met** — existing Next architecture, assets, minigame and legacy migration retained. |\n| 2 | “Desktop Web, 2D top-down pixel art” | **Met** — `survival-map.tsx`, canvas renderer and desktop controls. |\n| 3 | “Cute hamster with smooth animations” | **Met** — `drawPlayer`, movement animation and camera easing. |\n| 4 | “Exploration + Survival + Combat + Crafting” | **Met** — world travel, hunger, enemy combat and recipes. |\n| 5 | “Cohesive pixel-art world, detailed environments, readable UI, polished effects” | **Met** — area palettes, scenery, attack effects and readable interface; visual/probe checks passed. |\n| 6 | “Forest, Ancient Ruins, Underground Cave” | **Met** — `WORLDS` and `AREA_NAMES`. |\n| 7 | “Enemies, resource nodes, hidden areas and at least one boss” | **Met** — enemies, concealed caches, resource nodes and Root Warden. |\n| 8 | “Movement, collision, health, stamina and survival” | **Met** — `movePlayer`, `canStand`, `tick`, `stepAdventure`; runtime movement verified. |\n| 9 | “Combat, enemy AI, damage, dodge and boss fight” | **Met** — `adventure.ts`; Warden defeated in Chromium. |\n| 10 | “Resource gathering and item drops” | **Met** — `gather`, `collectDrop`, enemy loot. |\n| 11 | “Inventory, equipment and item management” | **Met** — inventory panel, equipment controls, consumption and discard. |\n| 12 | “Crafting recipes and usable tools/weapons” | **Met** — `RECIPES`, material consumption, equipped weapons and gathering tools. |\n| 13 | “Base building and upgrades” | **Met** — four structures, three upgrade levels and actual resource costs. |\n| 14 | “Main quests, side quests, rewards and achievements” | **Met** — story quests, daily quests, claims and milestones. |\n| 15 | “XP, levels, skill progression and unlockable areas” | **Met** — `playerLevel`, `learn`, `areaLock`; progression tests passed. |\n| 16 | “Map, pause, settings, game-over and restart” | **Missing, partial** — main systems work; minigame Escape and initial profile saving have the reported bugs. |\n| 17 | “Local save/load with reliable progress persistence” | **Met for adventure progress","treeHash":null,"usage":{"cachedInputTokens":4224000,"cost":{"source":"estimated","usdMicros":1462472},"inputTokens":140726,"model":"gpt-6.1-sol","outputTokens":33622,"runtime":"codex","turns":9,"wallClockMs":793739}},{"artifacts":[],"attempt":1,"bundleHash":"5c420eb1a8c3116b998afa96d7eb3cc6903a366c109b29011635d80f2a6c5223","device":"c3f28ddd5cb10c11","findings":[],"hash":"2f5e8cd16960f28a79324de25ef2cfb452349caa8264f82d827fa6aa7951c246","nodeId":"097474fc-4b76-46ca-a4cc-b17550015c26","outcome":"completed","summary":"Implemented the playable game and static export in `dist/`. Build/typecheck, 38 tests, Chromium gameplay, accessibility scans, and design checks pass. Bundle size: 3.7 MiB.\n\nVerification limits remain: direct browser API requests returned `ERR_EMPTY_RESPONSE`, WebKit could not launch, and no natural new settlement was observed. Actual API parsing passed; nothing was fabricated. Full results are in `artifacts/validation.md`.","treeHash":"1a05ab7620a73aeeb641d96495dd2832d0c34f8d","usage":{"cachedInputTokens":14650752,"cost":{"source":"estimated","usdMicros":4437196},"inputTokens":211983,"model":"gpt-6.1-sol","outputTokens":108308,"runtime":"codex","turns":13,"wallClockMs":2629335}}],"verification":[{"checks":[],"detail":"paths and tree verified; no suite was run for this kind of work","evaluation":"structural","profile":"none","status":"accepted","submissionHash":"2f5e8cd16960f28a79324de25ef2cfb452349caa8264f82d827fa6aa7951c246","verifiedTreeHash":"1a05ab7620a73aeeb641d96495dd2832d0c34f8d","verifierVersion":"0.1.0+18543036"}]}