{"workflow":null,"planning":null,"id":"e550db1a-22a7-4d87-86f7-a46ae7c8d76f","state":"completed","template":"skill:build-website","objective":"Build WHEELWORKS, a complete playable 2D browser puzzle game for the Squeekchain community, not a landing page, token dashboard, or visual mockup. Ship the working game with a public playable HTTPS URL and source repository. Use original or properly licensed art and audio; do not copy Squeekchain's official NFT or other games' assets. No wallet login, token payments, contracts, backend, accounts, leaderboard, or runtime AI.\n\nPLAYER LOOP: In a warm, whimsical hamster-powered workshop, route a limited supply of energy pulses from a fixed wheel to the marked devices. On a compact grid, the player places and rotates a limited inventory of three pieces: straight conveyor (opposite sides), elbow (one 90-degree turn), and alternator (routes successive arrivals to alternating outputs). Fixed walls and sockets are authored per level. Start the machine, inspect moving pulses and which devices received energy, then pause, step, reset, and change the layout. A board wins only when each target receives its displayed pulse quota within the displayed tick budget. If energy falls off the board, hits a wall, or collides, show where and why. Never claim a solution or win without the simulation reaching the quotas.\n\nDETERMINISM: Simulate in discrete ticks, with a documented stable order of emission, movement, piece routing, collisions and target delivery. The same level, part placements, seed, and button sequence must always give the same outcome, independent of frame rate, animation, audio, or network polling. Bound ticks, pulses and events; make loops terminate safely; reset must restore the initial board and alternator state. Pause/step must not skip or duplicate a tick. Render movement smoothly without changing the simulation.\n\nCONTENT AND TEACHING: Ship a short interactive tutorial and at least six handcrafted, solvable levels: begin with a straight route, teach turning, then alternation, then combine them with two goals. Include a level selector, clear goals and piece counts, success/failure feedback, and a restart path. Block out and playtest the puzzles before final art. Make the full level set winnable; store and verify a reference solution for every board. Avoid random unsolvable puzzles or generated filler.\n\nSQUEEKCHAIN INTEGRATION: Read the public GET https://api.squeekchain.com/v1/settlements?range=24h response in the browser, using only documented public fields and validating shape, types and ranges. Find a recent settlement marked safe/confirmed; use its transactionHash and workAdded to select one of a small family of pretested solvable challenge variations/energy budgets. Freeze the chosen settlement and generated challenge when play starts; live updates must not change an active run. Show the real source transaction/round and a link to the appropriate Sepolia explorer after verifying the chain/network and link format. Clearly label fictional in-game energy versus actual chain work. On network error, stale/empty data, or no safe settlement, offer an explicitly labeled offline authored challenge; never fabricate transaction data. The chain connection must affect the challenge a player solves, not just decorate a dashboard. Do not assume mainnet SQK minting is available.\n\nPRESENTATION: A cohesive original 2D clockwork/blueprint style: readable workshop tiles, clear source/targets/part orientation, a distinctive original hamster motif, legible labels, and restrained feedback for placement, pulses, success and failure. Do not rely on color alone. Make it usable on desktop and a narrow phone with real pointer/touch placement and keyboard access; provide visible focus, clear tap targets, sound mute and reduced-motion support. Keep critical game controls visible rather than covered by overlays. No confusing empty menus, fake buttons, placeholder art, dead links, or unimplemented feature claims.\n\nPERSISTENCE AND SHARING: Save only versioned local progress and settings; validate on load. Make a bounded, validated share link for a challenge/board configuration (no arbitrary script or HTML in the URL). It must reopen the same fixed board and seed after reload; no cloud account or authoritative online scores. A share link is not evidence that the player solved it.\n\nDELIVERY AND ACCEPTANCE: Provide a deployed working URL, source code/repository, build/run instructions, licenses/provenance for every shipped asset, and a concise test report. Exercise the tutorial and all levels; include automated tests for the deterministic simulation, at least one known solution per board, loop bounds, share-link validation, and API success/failure/offline fallback. Manually verify actual gameplay on desktop and mobile-width layouts, keyboard and touch, reduced motion, reload and share link, and inspect console/network errors. Do not mark complete if it only displays a design or if critical play/hosting/data features fail. Report any requirement you cannot deliver instead of silently substituting a simpler site.","blockedReason":null,"createdAt":"2026-11-01T18:55:56.734Z","updatedAt":"2026-11-01T19:28:17.679Z","paidBy":"0xbfaa48fc329d3f3201cc48fee1ee16ac393c6699","via":"explorer.imd.fun","parentJobId":null,"project":{"id":"e550db1a-22a7-4d87-86f7-a46ae7c8d76f","head":"1dfc1bdb-d81b-468e-a624-29e05dc16e3c","running":null,"versions":[{"jobId":"e550db1a-22a7-4d87-86f7-a46ae7c8d76f","workflowId":null,"objective":"Build WHEELWORKS, a complete playable 2D browser puzzle game for the Squeekchain community, not a landing page, token dashboard, or visual mockup. Ship the working game with a public playable HTTPS URL and source repository. Use original or properly licensed art and audio; do not copy Squeekchain's official NFT or other games' assets. No wallet login, token payments, contracts, backend, accounts, leaderboard, or runtime AI.\n\nPLAYER LOOP: In a warm, whimsical hamster-powered workshop, route a limited supply of energy pulses from a fixed wheel to the marked devices. On a compact grid, the player places and rotates a limited inventory of three pieces: straight conveyor (opposite sides), elbow (one 90-degree turn), and alternator (routes successive arrivals to alternating outputs). Fixed walls and sockets are authored per level. Start the machine, inspect moving pulses and which devices received energy, then pause, step, reset, and change the layout. A board wins only when each target receives its displayed pulse quota within the displayed tick budget. If energy falls off the board, hits a wall, or collides, show where and why. Never claim a solution or win without the simulation reaching the quotas.\n\nDETERMINISM: Simulate in discrete ticks, with a documented stable order of emission, movement, piece routing, collisions and target delivery. The same level, part placements, seed, and button sequence must always give the same outcome, independent of frame rate, animation, audio, or network polling. Bound ticks, pulses and events; make loops terminate safely; reset must restore the initial board and alternator state. Pause/step must not skip or duplicate a tick. Render movement smoothly without changing the simulation.\n\nCONTENT AND TEACHING: Ship a short interactive tutorial and at least six handcrafted, solvable levels: begin with a straight route, teach turning, then alternation, then combine them with two goals. Include a level selector, clear goals and piece counts, success/failure feedback, and a restart path. Block out and playtest the puzzles before final art. Make the full level set winnable; store and verify a reference solution for every board. Avoid random unsolvable puzzles or generated filler.\n\nSQUEEKCHAIN INTEGRATION: Read the public GET https://api.squeekchain.com/v1/settlements?range=24h response in the browser, using only documented public fields and validating shape, types and ranges. Find a recent settlement marked safe/confirmed; use its transactionHash and workAdded to select one of a small family of pretested solvable challenge variations/energy budgets. Freeze the chosen settlement and generated challenge when play starts; live updates must not change an active run. Show the real source transaction/round and a link to the appropriate Sepolia explorer after verifying the chain/network and link format. Clearly label fictional in-game energy versus actual chain work. On network error, stale/empty data, or no safe settlement, offer an explicitly labeled offline authored challenge; never fabricate transaction data. The chain connection must affect the challenge a player solves, not just decorate a dashboard. Do not assume mainnet SQK minting is available.\n\nPRESENTATION: A cohesive original 2D clockwork/blueprint style: readable workshop tiles, clear source/targets/part orientation, a distinctive original hamster motif, legible labels, and restrained feedback for placement, pulses, success and failure. Do not rely on color alone. Make it usable on desktop and a narrow phone with real pointer/touch placement and keyboard access; provide visible focus, clear tap targets, sound mute and reduced-motion support. Keep critical game controls visible rather than covered by overlays. No confusing empty menus, fake buttons, placeholder art, dead links, or unimplemented feature claims.\n\nPERSISTENCE AND SHARING: Save only versioned local progress and settings; validate on load. Make a bounded, validated share link for a challenge/board configuration (no arbitrary script or HTML in the URL). It must reopen the same fixed board and seed after reload; no cloud account or authoritative online scores. A share link is not evidence that the player solved it.\n\nDELIVERY AND ACCEPTANCE: Provide a deployed working URL, source code/repository, build/run instructions, licenses/provenance for every shipped asset, and a concise test report. Exercise the tutorial and all levels; include automated tests for the deterministic simulation, at least one known solution per board, loop bounds, share-link validation, and API success/failure/offline fallback. Manually verify actual gameplay on desktop and mobile-width layouts, keyboard and touch, reduced motion, reload and share link, and inspect console/network errors. Do not mark complete if it only displays a design or if critical play/hosting/data features fail. Report any requirement you cannot deliver instead of silently substituting a simpler site.","baseCommit":"0243d7da4a4337ae8b16bcdf15bb4ead736fd68f","state":"completed","createdAt":"2026-11-01T18:55:56.734Z"},{"jobId":"1dfc1bdb-d81b-468e-a624-29e05dc16e3c","workflowId":null,"objective":"Continue WHEELWORKS from completed IMD job e550db1a-22a7-4d87-86f7-a46ae7c8d76f, repo https://github.com/identity-md-launches/launch-2852-build-wheelworks-complete-playable at ef43402359b922e8b78edf79d1a69d140e098ce9, live https://wheelworks-a-hamster-powered-rou.imd.site/. This is my ONE final paid revision: deliver all fixes AND a professional visual/UX redesign in the same version. Preserve the deterministic 2D game, tutorial, six levels, chain-seeded challenges, local saves, source and live site. Keep React/TypeScript/SVG/CSS; no landing-page substitute, wallet, IMD payment in-game, token, account, leaderboard, runtime AI or copied NFT art. Explicitly report anything you cannot deliver.\n\nA. CORRECTNESS, TRUTHFULNESS AND RESILIENCE\n1. Fix the first-time tutorial: step 4 says fill the second dashed tile “the same way,” but remembered rotation means tapping it twice turns it upright and fails at tick 2 (App.tsx:564). Explain that it only needs one tap and prove a fresh player can follow the directions to a win. The tray thumbnail must show the NEXT piece orientation (currently fixed), including after rotation. Keep the current instruction near the board and full steps available below.\n2. Fix chain provenance. A share link using a real hash/work but forged round 999999999999 and block 1 falsely claims to match the live feed. Compare ALL displayed fields (hash, work, round, block, network) with validated feed data before saying “matches”; otherwise visibly label unverified and never imply a verified round/block. Keep a safe Sepolia explorer link. Reject future-dated as well as stale/invalid feed/settlement timestamps, with small documented clock tolerance. Recheck cached freshness before starting a NEW challenge and on visibility return; never change a frozen run. If no safe feed, use an honestly labeled “Offline workshop challenge—authored, not chain-derived” heading/copy, visible automatic-retry timing plus “Retry now,” and playable fallback. The deployed feed worked in Chromium, Firefox and WebKit here; do not add a proxy solely because an IMD reviewer saw CORS/Cloudflare in a different environment.\n3. Keep the game playable without storage/audio. A throwing localStorage getter renders a blank page; failed writes silently lose progress/settings. Catch both, retain in-memory play, warn clearly when saves will not persist, and preserve valid existing saves. AudioContext creation/resume/playback failures must never interrupt ticks, wins or progress (currently a sound error shows Solved but saves no win). Default muted until user opts in; honor saved choice.\n4. Fix navigation/focus. Clicking the selected Challenge tab or switching modes must not silently reset a run; use explicit Reset. Clamp/reset roving focus on a new board so a level 6 → Mill row transition still has one Tab-reachable tile (currently zero). Handle new #s= share hashes in the same open tab as well as reload; reject invalid links without replacing the current board. Valid links reproduce board/seed, never a claimed solve.\n5. Fix false test coverage: “collision in a loop” actually jams; “circling forever” jams at tick 6, not the 200-tick cap (tests/sim.test.ts:104-133). Use real collision/circulating fixtures and assert exact outcomes. Retain solution tests for all levels and challenge variants. Update Vite/Vitest development dependencies and lockfile to compatible patched versions if feasible; rerun checks and disclose residual dev advisories (production audit currently clean).\n\nB. PROFESSIONAL VISUAL AND UX PASS — THE GAME ITSELF, NOT JUST A NEW HOME PAGE\nArt direction: original “hamster clockwork workbench”—warm ivory, deep navy blueprint, controlled brass/copper and restrained enamel accents. Keep the friendly hamster and square grid. Unify type, line weight, spacing, icons and subtle material/shadow treatment. Avoid generic form-like panels, empty beige areas, busy textures or copied art.\n- Group the framed board, goals, parts, run controls and status as one workbench; keep notes/log secondary. Remove desktop wasted space (40px level-selector gap, oversized Learn tab); Start is primary. On mobile collapse the long challenge provenance into “Sepolia · round · pulse tier” with expandable full source/explorer and honest energy disclosure. Avoid scrolling back and forth between board and parts. Aim to fit active challenge board/parts/run row at 390x844; at 320px/short screens/200% zoom allow sensible scrolling without tiny targets or overlays.\n- At 320px level 6 is off the visible end of an unmarked horizontal scroller: make every level discoverable via wrap or visible scroll affordance. Distinguish mode, part, rotation, inventory, disabled action, success/failure with text/icons as well as color. Label parts, enlarge useful previews, compact counts, separate Remove, show disclosure chevrons. No cell-covering fixed dock.\n- Upgrade the existing inline SVG family: expressive original hamster/wheel, consistent tracks/walls, distinct little device silhouettes beside A/B, quotas and sockets. Details outside, not across, playable cells. At smallest size preserve port direction, alternator next output, tracks, pulses, quotas, faults and focus. Add restrained placement/delivery/jam/win feedback; mute by default and offer static equivalents for reduced motion. No flashes, shake, simulation-timing changes, heavy assets or new runtime dependencies. Match favicon/social image to final design.\n\nC. COMPLETE DELIVERY AND PROOF IN THIS ONE VERSION\nDeliver source/rebuilt assets and verify the SAME HTTPS URL. Update README with real URL, controls and independent build/redeploy instructions. Add missing LICENSE referenced by ASSETS.md (or correct rights claim), accurate asset provenance, and missing TEST_REPORT.md with only actual checks.\nRun npm ci/test/typecheck/build and both dependency audits. Test exact sim faults/loop cap; reference solutions for tutorial/six levels/all 12 challenge variants; feed good/stale/future/invalid/offline/retry; share match/mismatch/hashchange; storage getter/write denial, audio failure, navigation/focus and reload. Manually play tutorial, all six levels, one real live challenge and offline challenge on DEPLOYED build. Check initial/selected/running/win/fail/retry at desktop, 390px, 320px, short desktop and 200% zoom; keyboard, emulated touch, reduced motion, share/reload, Chromium/Firefox/WebKit where available, focus/contrast/taps, console/network. Distinguish emulation from physical devices. Include screenshots, outcomes, failures and limits in TEST_REPORT.md. Do not claim completion until a fresh player can follow tutorial to win, provenance is honest, storage/audio failure does not break play, and the polished build remains playable; disclose any unmet item.","baseCommit":"ef43402359b922e8b78edf79d1a69d140e098ce9","state":"completed","createdAt":"2026-11-01T20:23:08.107Z"}]},"deliver":true,"host":true,"site":{"id":"bfb16a50-8201-4f6a-bd98-0ff8f8f2776e","jobId":"e550db1a-22a7-4d87-86f7-a46ae7c8d76f","kind":"launch","tokenId":null,"agentId":null,"url":"https://wheelworks-a-hamster-powered-rou.identitymd.eth.limo","status":"named","holdReason":null,"takenDownAt":null,"takenDownReason":null,"label":null,"cid":"bafybeihwgvewe4vf767fzr25b6b4ojwmz7d6wdsfgk727xt7c64kmqyazy","bytes":295753,"ensName":"wheelworks-a-hamster-powered-rou.identitymd.eth","ensParent":"identitymd.eth","txHash":"0xb54392dbf341ec453b43b878f43b39c4bea2a9d82df320f0ccf89038be088fca","blockNumber":26322017,"attempts":0,"failure":null,"pinnedAt":"2026-11-01T19:28:49.231Z","namedAt":"2026-11-01T19:29:04.019Z","supersededBy":"f32e93f3-a84a-444f-95f1-b0614cdb1eec","supersededAt":"2026-11-01T21:06:17.396Z","previewHash":"1aa2abb63295528c2c302c4c6cad44a9fe19764fe51a872426880550ef4e2f1b","createdAt":"2026-11-01T19:28:17.679Z","updatedAt":"2026-11-01T21:06:17.396Z"},"launch":{"requested":false,"kind":null,"id":null,"status":null,"chainId":null},"oracleRequestId":null,"delivery":{"repoUrl":"https://github.com/identity-md-launches/launch-2852-build-wheelworks-complete-playable","pullRequestUrl":"https://github.com/identity-md-launches/launch-2852-build-wheelworks-complete-playable/pull/1","commit":"ef43402359b922e8b78edf79d1a69d140e098ce9","deliveredAt":"2026-11-01T19:28:36.854Z","media":null},"media":null,"nodes":[{"key":"build_website","role":"implement","state":"accepted","attempt":1,"revisions":0,"judgeRevisions":0,"dependsOn":[],"allowedPaths":[],"failureReason":null,"dispatchNote":null,"dispatchNoteAt":null,"updatedAt":"2026-11-01T19:24:08.596Z","verdict":{"status":"accepted","profile":"none","evaluation":"structural","rejectionCode":null,"detail":"paths and tree verified; no suite was run for this kind of work","verifierVersion":"0.1.0+b10502ca","verifiedTreeHash":"57a73edb733acde0ef01095c2b5bb5a9a3bb3cd3","at":"2026-11-01T19:24:08.602Z","failedChecks":[]},"seat":{"tokenId":"351","agentId":"51023"},"live":null},{"key":"design_critic","role":"review","state":"accepted","attempt":1,"revisions":0,"judgeRevisions":0,"dependsOn":["build_website"],"allowedPaths":[],"failureReason":null,"dispatchNote":null,"dispatchNoteAt":null,"updatedAt":"2026-11-01T19:28:17.679Z","verdict":null,"seat":{"tokenId":"1739","agentId":"53916"},"live":null}],"reviews":[{"status":"sent","chainId":1,"txHash":"0xe12a8f97fb365c43fb2dca1d1c5c881b34fa62f2b0cdb7d358f655bc197cd0dc","blockNumber":26324111,"sentAt":"2026-11-02T02:30:17.749Z","entries":[{"nodeKey":"build_website","agentId":"51023","value":1,"role":"verification:structural"},{"nodeKey":"design_critic","agentId":"53916","value":1,"role":"review:submission"}]}]}