{"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":"eef3f17a-e0b1-48d8-834a-25dbebf0c827","kind":"skill:build-website","nodes":[{"acceptedSubmissionHash":"211592125d1a583b1bf35e00ea6393a88f793c3a5117625eaa2b33b82c510c99","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":"4d2ff33757f995bb0cd1da9aa6b876f6ca1b61cd081cc7dd3cb2d4e1e957026a","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, original, polished HTML5 game for the Pepe2Pepe arcade.\n\nMy game name: Tongue Rush\nMy game idea: Pepe sits on a floating lily pad in the center of the pond. Bugs fly across the screen in rhythmic patterns. Aim and snap Pepe’s tongue to catch them. Golden fireflies give big points and build a high multiplier (up to 12x). Rainbow bugs trigger an exciting Frenzy Mode with slow motion and massive score boosts. Wasps break the multiplier and cost a life if hit. Near-misses give style bonuses. The difficulty rises smoothly and fairly. Three lives, endless mode. Strong flow state and “just one more run” feeling that makes players lose track of time. Satisfying sound effects for every snap, catch, combo, and frenzy, plus chill background music that matches the pond atmosphere.\nMy design: Premium polished cartoon style. Smooth mint-green Pepe with fluid tongue animations, vibrant glowing bugs, soft moonlit blue pond with elegant water ripples and particle effects. Clean modern arcade look with strong juicy visual feedback (screen shake, flashes, colorful combo text). Feels high-quality and satisfying.\nMy UX: Desktop: Mouse to aim + left click to snap (also supports WASD/Arrow keys + Space).\nMobile: Drag to aim, release or tap to snap — large forgiving touch area, very easy and precise.\nGamepad: Right stick to aim, A/X button to snap.\nInstant one-tap restart and clean pause on all devices. Extremely responsive and comfortable for long sessions on both phone and PC. Full sound effects and background music support.\n\nBuild a complete, polished HTML5 browser game: a finished, playable experience with a clear goal, satisfying core loop, onboarding, meaningful challenge, pause, game-over and instant replay. Deliver the actual game, not a concept, landing page or placeholder prototype.\n\nArt direction: respect my idea, design and UX above. Choose a distinctive visual identity and carry it through characters, environments, typography, menus, HUD and cover art. Create memorable silhouettes, intentional composition, a cohesive palette, readable contrast, crafted animation and responsive hit/collect/win feedback. Use layered backgrounds, lighting, particles, camera motion and sound selectively when they improve this game's feel. Keep action readable, honour reduced-motion preferences and include mute controls. Avoid generic AI-template styling, unrelated gradients, emoji-as-art, stock dashboard cards and placeholder geometry unless simple shapes are a deliberate, beautifully executed art style. Aim for a recognisable game of its own, not a reskin of either example.\n\nOptional implementation ideas, not requirements: PixiJS (https://pixijs.com/) for expressive 2D rendering, Three.js (https://threejs.org/) when 3D serves the idea, or plain Canvas/SVG/DOM for a small game. Choose the smallest suitable stack; do not combine engines by default. Consult the chosen library's official documentation, pin dependencies, bundle runtime code/assets locally and respect the repository's download budget. No external CDN or third-party service should be necessary to play. Keep loading fast, animation frame-rate independent, and controls responsive on ordinary laptops and phones; prefer a beautiful, focused scope over unfinished features.\n\nBefore delivery, play through the complete loop in a real browser, inspect desktop and narrow touch layouts, and improve the weakest visual or interaction details. Run the production build and relevant tests, verify the sandboxed iframe integration, and ship README instructions plus actual test notes/evidence in the committed artifact. Record what was tested and any limitations honestly; never link to missing evidence or claim unrun checks passed.\n\nRead https://github.com/adaki2004/pepe2pepe-game-template/blob/main/AGENTS.md and INTEGRATION.md in that repository. You are the assigned Swarm build worker, not a coordinating agent: implement and test the game here. Do not open a nested paid job, wait for your own future hosting CID, or run the release helper inside this build.\n\nDeliver a complete static dist/ export with index.html, pepe-game.json and an original cover image. Follow the pepe-browser-game/1 manifest and pepe-game/1 iframe bridge contract, use relative asset paths, and make the game work inside a sandbox without same-origin storage. Test keyboard and touch controls, pause, restart, game-over and audio gestures. Use original or properly licensed assets. Do not add wallets, payments or a login to the game.\n\nSwarm publication provides the hosted website after this build finishes. Include clear gameplay instructions and test evidence in your result. The published release can then be submitted to Pepe2Pepe using the repository release helper outside this build; an admin reviews it before listing. Never claim approval or submission without its receipt.","parentJobId":null,"planHash":"53bcc88e39f5ee469c6b94d3fd47dab2660bbda559ec2eba203d04349d729984","previousHash":"cac95123b69e9745447ae0ea3a2ec126bc5118f3955d12d9e34c62219616344f","projectId":"eef3f17a-e0b1-48d8-834a-25dbebf0c827","publication":{"commit":"2eb03e612a6bcead225a217e35f3ed4a86c8ddcc","deliveredAt":"2026-10-11T20:17:06.039Z","repoUrl":"https://github.com/identity-md-launches/launch-1337-build-complete-original-polished"},"receiptIdentity":{"adapter":"0xde152afb7db5373f34876e1499fbd893a82dd336","chainId":1,"collection":"0x0000ec93127baa929e58e97dd0095a2bfb38ec1d","registry":"0x8004a169fb4a3325136eb29fa0ceb6d2e539a432"},"registry":"0xb6d0a187b050fa5bb0b87033a203f37becf4a775","research":[],"schema":"identitymd-work-v1","signals":[],"site":{"cid":"bafybeiajibxtn5u2qlkofu4x2wkq3vn5dfqzcnhomc4zpjhnep2nk42tka","ensName":"tongue-rush-snap-bugs-from-a-moo.site.identitymd.eth","namingTransaction":"0x2b5b9248d8e7a67a79d3a1e278024098c53ab1e1b1da51d18180bc75acbc9292"},"snapshotHash":"44b9f346f62ec1b587aa2dc5689f3f21f04dff457e7afb3bb31da2f889542a29","state":"completed","submissions":[{"artifacts":[],"attempt":1,"bundleHash":"b204e347754bd0261a98c2bc0f1be33714f6960ed629b827373b325ee8910957","device":"8af9903f4ad1eed0","findings":[],"hash":"211592125d1a583b1bf35e00ea6393a88f793c3a5117625eaa2b33b82c510c99","nodeId":"d547321c-9e87-4b11-ac7e-fde307b49502","outcome":"completed","summary":"Tongue Rush is built, verified in a real browser, documented and committed. The working tree is clean and the git bundle is 4.0 MB, under the 8 MiB limit.\n\n**What was delivered**\n\n- **Game** (`src/`, Vite 7 + TypeScript strict + Canvas 2D + Web Audio, zero runtime dependencies). Pepe on a lily pad, bugs on sweep/wave/zigzag/orbit/dive paths generated relative to the tongue's reach so every bug is catchable at any viewport. Flies score, fireflies raise the multiplier to 12x, rainbow bugs start a 7-second slow-motion triple-score Frenzy, wasps cost a life and reset the multiplier, near-misses pay a style bonus, chain catches pay extra, and the multiplier decays slowly when idle. Three lives, endless rounds, difficulty ramps over about three minutes.\n- **Controls**: mouse aim + click/Space, WASD/arrows with smooth turning, touch drag-release or tap with a gentle aim assist, gamepad right stick + A/X/trigger with Start to pause. Esc/P pause, R instant restart, M mute, pause on tab blur.\n- **Audio**: all effects and the chill pentatonic pond loop are synthesized, unlocked on the first gesture, with mute buttons in every panel and the HUD.\n- **Export** in `dist/`: `index.html`, `pepe-game.json` (pepe-browser-game/1), original `cover.png` 1200×630, `favicon.svg`, relative URLs only, title/description/og:title/og:image set.\n- **Docs**: `README.md` (install, preview, rebuild, publish, test notes), `DESIGN.md` (tokens, type scale, components, responsive rules), `artifacts/validation.md` plus a committed copy in `test/evidence/`.\n\n**Verification results**\n\n| Check | Result |\n| --- | --- |\n| `tsc --noEmit` | exit 0 |\n| `vite build` | exit 0 |\n| `node test/check-dist.mjs` | all passed |\n| `node test/verify.mjs` (headless Chromium, own static server) | 34 / 34 passed |\n\nThe browser run covers 1280, 1024, 390 and 320 widths, every control path, pause/resume with focus handling, game over, restart, mute, reduced motion, and a sandboxed-iframe harness that confirms the init/ready handshake, pause channel filtering, blocked localStorage without errors, and the integer score message.\n\n**Most important finding and fix**: inside a sandboxed iframe the opaque origin makes module scripts and font loads CORS requests, which a static host without an `Access-Control-Allow-Origin` header blocks. The export now ships a classic deferred script with no `crossorigin` attributes and inlines the fonts into the CSS, so it works on any host.\n\n**Limitations recorded honestly**: Chromium only, emulated touch rather than a physical phone, gamepad reviewed in source only, no screen-reader session, audio confirmed running but not listened to, and contrast computed from tokens over a composited panel colour rather than sampled from the translucent rendered panel. No submission or approval is claimed; the Swarm publishes the hosted site after this build, and the coordinating agent runs the release helper afterwards.","treeHash":"6ade3dbe8ef8122337dd5c8a76f385619494a155","usage":{"cachedInputTokens":4920233,"inputTokens":1122,"model":"claude-fable-5-1","outputTokens":108106,"runtime":"claude","turns":71,"wallClockMs":1421251}},{"artifacts":[],"attempt":1,"bundleHash":null,"device":"dc7103e773ea194a","findings":[{"citation":"resolved","description":"Now: the HUD is a four-column grid where Lives takes the leftover (1fr). At 320 wide the Score column grows with the digits, so once the score reaches 100000 the Lives column collapses to 9px and the three hearts (and the word 'Lives') render under the 44px Pause button; two hearts are hidden behind it. Scores of that size are normal in an endless run at 12x (a fly is 120, a firefly 600, Frenzy triples both).\nChange to: inside the existing `@media (max-width: 30rem)` block keep the HUD on one row by shrinking what does not carry meaning on a phone: give `.hud-label` the site's own `.visually-hidden` treatment (the gold value and the hearts already carry the meaning, the start legend explains them, and assistive tech still reads the labels), set `.hud { column-gap: var(--space-3); }` and `.hud-value { font-size: 1.25rem; }`. Measured widths then sum to 73 + 27 + 51 + 100 + 36 = 287px, inside the 296px the HUD has at 320.\nWhy: the brief asks for a HUD that is 'comfortable for long sessions on both phone and PC' and the bar is no text under a control at 320 or 390 (layout check, house bar).","line":156,"path":"src/style.css","reproduction":"Width 320x568 (also reproduces at 390 once the score has seven digits). Open dist/index.html#debug, press Start game, then in the console run `window.__tongueRush.game.events.onScore(123456, 12)`. Measured with getBoundingClientRect: #hud-lives spans x=183..192 (9px wide), its label 'Lives' spans 183..192, #btn-pause spans 208..252; the hearts' natural width is 56px so they run to x=239 and sit under the Pause button. With score 0 the Lives group spans 136..192 and is clear of the button. Screenshot test/scratch/shots/320-play.png shows one visible heart and the other two behind the pause pill.","severity":"medium","snippet":"  grid-template-columns: auto auto 1fr auto;","title":"bug: at 320 wide a six-digit score pushes the Lives hearts under the Pause button"},{"citation":"resolved","description":"Now: the game-over panel tells phone players to tap anywhere on the pond. The game-over section is `position: absolute; inset: 0` over the canvas and the canvas is made inert, so a tap on the pond lands on the section, which has no pointer or click handler (src/main.ts registers pointer handlers only on the canvas, and the canvas handler returns early while the panel is shown). The tap does nothing; a phone player's one-tap restart is the Play again button, which does work.\nChange to: replace the hint text with 'Press R or Enter to restart instantly.' (Enter activates the focused Play again button; R is handled on keydown). If the tap-anywhere behaviour is wanted instead, add `screenOver.addEventListener('pointerdown', startGame)` next to the other button wiring in src/main.ts, but the copy fix is the smaller change and the brief's 'instant one-tap restart' is already met by the button.\nWhy: the brief requires 'Instant one-tap restart ... on all devices' and interface copy must only say what the app does.","line":97,"path":"index.html","reproduction":"Width 320x568 or 390x844. Open dist/index.html#debug, Start game, snap into three wasps (console: `g=window.__tongueRush.game; p=g.pepePosition; g.debugSpawnAt('wasp',p.x,p.y-90); g.aimAt(p.x,p.y-90); g.snap()` three times, 2s apart). After the Run over panel appears, `document.elementFromPoint(10,300)` is section#screen-over; dispatching pointerdown, pointerup and click at that point leaves `g.phase` at 'over' and the panel open. Expected: a new run starts. The same holds for a real tap because the section covers the canvas and the canvas is inert.","severity":"medium","snippet":"          <p class=\"hint\">Press R or tap anywhere on the pond to restart instantly.</p>","title":"bug: the game-over hint promises 'tap anywhere on the pond to restart' but nothing listens for that tap"},{"citation":"resolved","description":"Now: a 13px mint label 'Pepe2Pepe arcade' sits 4px above the h1 'Tongue Rush' in the start panel at every width. The probe's eyebrow check did not count it only because it is sentence case and untracked; it is still a kicker over a heading, and the class is named for it.\nChange to: delete the `<p class=\"kicker\">` element and the `.kicker` rule in src/style.css. The title moves up about 24px (19px line plus the 4px margin) and the panel shrinks by the same, so the Start button lands higher on the first screen at 390. The arcade's name stays in the manifest, the cover art and the page title where a visitor looks for it.\nWhy: house bar, 'No kicker labels'; and the hero is a pair, headline plus one plain line, which 'Tongue Rush' / 'Snap bugs from a moonlit lily pad.' already is.","line":48,"path":"index.html","reproduction":"Width 390x844 and 1440x900. Open dist/index.html. The start panel shows 'Pepe2Pepe arcade' (p.kicker, 13px, color --color-accent-text) directly above the 40px/68px h1. Probe screenshots test/scratch/taste/shots/390.png and 1440.png show the label; the probe's eyebrows check passed ('no kicker labels above headings') because the label is neither caps, tracked, mono nor a pill, not because it is absent.","severity":"medium","snippet":"          <p class=\"kicker\">Pepe2Pepe arcade</p>","title":"copy: a kicker label 'Pepe2Pepe arcade' sits over the game title on the first screen"},{"citation":"resolved","description":"Now: every overlay centres its panel, and Pepe sits at the horizontal centre and 58 to 60 percent of the height, so the start panel (and the pause and game-over panels) sit exactly on top of him. At 1440x900 the panel spans x 481..959, y 195..705 and Pepe is at (720, 522); only a faint outline of his eyes shows through the translucent surface. The cover art leads with Pepe; the first screen leads with a card.\nChange to: at desktop widths put the start panel in the empty left third of the sky and water: add `@media (min-width: 64rem) { .overlay-start { justify-items: start; padding-inline-start: 8vw; } }`. Pepe at centre stays visible beside the panel; the title, lede and Start button do not move relative to each other. On phones there is no room beside the panel, so leave them as they are.\nWhy: the brief asks for 'memorable silhouettes, intentional composition' and a first screen that shows the product; the start panel currently shows the product's frame with its hero covered.","line":274,"path":"src/style.css","reproduction":"Width 1440x900 (also 1000x700 and 844x390). Open dist/index.html. Probe screenshot test/scratch/taste/shots/1440.png: panel x 481..959 / y 195..705 measured with getBoundingClientRect, `game.pepePosition` returns {x: 720, y: 522}; Pepe is behind the panel. Same on the pause panel in test/scratch/shots/sandbox-after-pause.png (900x600).","severity":"low","snippet":"  place-items: center;","title":"taste: the start panel hides Pepe at every width, so the first screen never shows the character that sells the game"},{"citation":"resolved","description":"Now: on load, showOverlay focuses the Start button; Chromium treats a script focus before any pointer interaction as keyboard focus, so the 3px gold outline draws around the Start button for every visitor, including mouse and touch users who did nothing. It reads as a selected or error state on the primary action and is the first thing on the first screen (probe screenshots at 390 and 1440 both show the ring).\nChange to: on initial load, show the start overlay without the programmatic focus (for example give showOverlay a second argument `focus = true` and call `showOverlay(screenStart, false)` here); keep the focus move for the pause and game-over panels, where it returns focus to the player after an interaction. Keyboard users still reach Start with one Tab, since it is the first focusable element.\nWhy: focus indicators should follow the user's input, and the first screen should show the primary button in its resting state.","line":382,"path":"src/main.ts","reproduction":"Width 390x844. Open dist/index.html with a fresh context and do nothing. `document.activeElement.id` is 'btn-start' and `document.activeElement.matches(':focus-visible')` returns true; test/scratch/taste/shots/390.png shows the gold outline around Start game. Click anywhere, reload, and the ring is gone until Tab is pressed, which is the resting state every visitor should see.","severity":"low","snippet":"showOverlay(screenStart);","title":"accessibility: the Start button shows its gold focus ring on page load for pointer users"},{"citation":"resolved","description":"Now: the start panel labels the best score 'Best this device'. In the Pepe2Pepe sandbox (`allow-scripts allow-pointer-lock`, opaque origin) localStorage throws, src/storage.ts falls back to memory, and the value resets to 0 on every load. The label promises persistence the arcade cannot give; the game-over panel calls the same number just 'Best'.\nChange to: 'Best so far: 0' on the start panel, and 'Best so far' for the game-over stat label at index.html line 91, so one name covers both the standalone case (kept in this browser) and the sandbox case (kept for this session) without claiming either.\nWhy: a feature must say only what the app knows; static hosting and the sandbox decide where the data lives, and the brief requires the game to 'work inside a sandbox without same-origin storage'.","line":66,"path":"index.html","reproduction":"Width 1000x700. Serve the repository and open a harness with `<iframe sandbox=\"allow-scripts allow-pointer-lock\" src=\"/dist/index.html\">` (test/scratch/sandbox.html in this review). Play to game over, note 'Best this device: N' on the start panel after Play again, reload the harness: the panel shows 'Best this device: 0'. Outside the sandbox the same run writes localStorage key 'tongue-rush:best' (measured value 123466 after a debug run) and the label is true.","severity":"low","snippet":"            <span id=\"best-start\" class=\"best\">Best this device: 0</span>","title":"fidelity: 'Best this device' is session-only inside the arcade iframe, where storage is denied"}],"hash":"4d2ff33757f995bb0cd1da9aa6b876f6ca1b61cd081cc7dd3cb2d4e1e957026a","nodeId":"0b78c1aa-0298-4f92-aa2b-9c26c8bd8103","outcome":"completed","summary":"Both servers are stopped, the browser scratch folder is gone, and the only untracked paths are the findings file, the pinned reads and test/scratch, which the daemon removes. The review is complete.\n\n| Area | Count |\n| --- | --- |\n| Brief requirements | 28 met, 0 missing, 0 faked |\n| Broken features | 2 (HUD hearts under Pause at 320 with a six-digit score; \"tap anywhere to restart\" hint does nothing) |\n| Product on first screen at 390 | yes (Start button bottom at 381px of 844) |\n| taste@1 checks passed | 16 of 16 |\n| Copy findings | 2 (kicker over the title; \"Best this device\" label) |\n| Share card | present (title, favicon, og:title, og:image, description) |\n\n**Requirements, one line each**\n\n- \"Pepe sits on a floating lily pad in the center of the pond\": met, `drawPads` and `drawPepe` in src/game.ts.\n- \"Bugs fly across the screen in rhythmic patterns\": met, sweep, wave, orbit, zig and dive paths in `makeBug`.\n- \"Aim and snap Pepe's tongue\": met, `aimAt`, `aimDirection`, `snap`; verified by keyboard, mouse and synthetic touch drag.\n- \"Golden fireflies give big points and build a high multiplier (up to 12x)\": met, firefly 50 points, `MAX_MULTIPLIER = 12`.\n- \"Rainbow bugs trigger Frenzy Mode with slow motion and massive score boosts\": met, world time 0.45x, score 3x for 7s.\n- \"Wasps break the multiplier and cost a life if hit\": met, `hitWasp`; verified three hits end the run.\n- \"Near-misses give style bonuses\": met, \"Close call\" bonus in `updateTongue`.\n- \"The difficulty rises smoothly and fairly\": met, `difficulty()` ramps over three minutes.\n- \"Three lives, endless mode\": met.\n- \"Satisfying sound effects for every snap, catch, combo, and frenzy, plus chill background music\": met in src/audio.ts, AudioContext confirmed running after the Start gesture; not listened to.\n- \"Premium polished cartoon style ... moonlit blue pond with elegant water ripples and particle effects\": met on the canvas.\n- \"Strong juicy visual feedback (screen shake, flashes, colorful combo text)\": met, `shakeScreen`, `flashScreen`, floating text.\n- \"Desktop: Mouse to aim + left click to snap (also supports WASD/Arrow keys + Space)\": met, verified ArrowLeft plus Space catches a fly.\n- \"Mobile: Drag to aim, release or tap to snap\": met, pointer handlers in src/main.ts; drag-release caught a firefly in my run and in the committed CDP touch test.\n- \"Gamepad: Right stick to aim, A/X button to snap\": met in source only, `pollGamepad`; no controller here or in the builder's run.\n- \"Instant one-tap restart and clean pause on all devices\": met via Play again, R, Esc, HUD button and gamepad Start; the panel's \"tap anywhere\" hint is false (finding).\n- \"Full sound effects and background music support\" and \"include mute controls\": met, M key and four mute buttons stay in sync.\n- \"onboarding, meaningful challenge, pause, game-over and instant replay\": met, start, pause and run-over panels.\n- \"honour reduced-motion preferences\": met, `game.reducedMotion` true under emulation, no CSS animation left running.\n- \"No external CDN or third-party service\": met, probe saw no external hosts; fonts inlined.\n- \"animation frame-rate independent\": met, dt-scaled simulation.\n- \"complete static dist/ export with index.html, pepe-game.json and an original cover image\": met, cover is 1200x630 PNG.\n- \"Follow the pepe-browser-game/1 manifest and pepe-game/1 iframe bridge contract\": met, manifest fields and lengths match the template; init to ready handshake and parent pause verified in a sandboxed iframe.\n- \"use relative asset paths ... work inside a sandbox without same-origin storage\": met, `base: './'`, guarded localStorage in src/storage.ts.\n- \"Test keyboard and touch controls, pause, restart, game-over and audio gestures ... README instructions plus actual test notes/evidence\": met, test/evidence holds 34 of 34 passing results, screenshots and validation.md.\n- \"Use original or properly licensed assets\": met, OFL fonts with LICENSE.txt, drawn art.\n- \"Do not add wallets, payments or a ","treeHash":null,"usage":{"cachedInputTokens":4728678,"inputTokens":994,"model":"claude-fable-5-1","outputTokens":41557,"runtime":"claude","turns":78,"wallClockMs":660263}}],"verification":[{"checks":[],"detail":"paths and tree verified; no suite was run for this kind of work","evaluation":"structural","profile":"none","status":"accepted","submissionHash":"211592125d1a583b1bf35e00ea6393a88f793c3a5117625eaa2b33b82c510c99","verifiedTreeHash":"6ade3dbe8ef8122337dd5c8a76f385619494a155","verifierVersion":"0.1.0+fb8278c5"}]}