{"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":"44f84410-24e1-45ba-8f9f-1a6f5be6218d","kind":"skill:build-website","nodes":[{"acceptedSubmissionHash":"60eb671134539af002cbfeaecd12d00068581a34b70f77d2fd0dba5ddbac2f56","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":"3ae0e310079c3cbdcdea6b791b3aa0dc4c45b68e95feae73d32c605b66b97924","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 Squeek Beat: Hamster Tour, a polished, genuinely playable Squeekchain community rhythm arcade game. This is an independent fan project, not an official product. Build and deliver a PUBLIC playable static website on IPFS plus source repository and README. Do not require access to any existing private prototype; implement from this complete brief. No token creation, wagers, paid play, wallet connection, transaction authorization, or prizes of monetary value.\n\nCORE EXPERIENCE\nA 60-second active-play run divided into three 20-second acts, with a short choice screen between acts (timer pauses). Two rhythm lanes: keyboard A / L or two large touch pads. Notes approach a clearly marked hit line. Hitting within +/-85ms is PERFECT (100 points), within +/-170ms is GOOD (50), otherwise MISS. Judge the nearest unconsumed note in that lane once only; key repeat must not farm points. Empty taps break cox q xmbo and cost 10 points (floor zero). Misses break combo. Show immediate feedback, score, accuracy, best combo, remaining time and act progress. Provide a skippable short interactive tutorial with sound offset calibration, then a three-beat countdown.\n\nWHAT MAKES IT FUN\n1. FEVER: valid hits charge an energy meter, PERFECT charges faster. At full meter the next valid hit starts 6 seconds of double score and a visually distinct wheel celebration. Clear explanation and countdown; correct scoring at boundaries.\n2. Golden sunflower notes: roughly one per 8 ordinary notes, clearly distinguished by shape as well as color, grant 250 base points and extra energy on a successful hit. Missing one is a normal miss, never a penalty outside the game.\n3. Between acts pick ONE of two shuffled upgrades from a small balanced pool: one-use combo shield, +25% golden-note points, or +20% FEVER charge. A shield absorbs one missed/empty tap combo break without counting it as a successful hit. Track chosen upgrades visibly. Daily mode uses the same seeded choices for everyone; no real currencies or purchases.\n4. Three handcrafted pattern families: alternating steps, repeated-lane pulses, and short alternating bursts. Act one teaches, act two varies, act three combines. No simultaneous notes in the first release. Maintain a minimum 250ms gap and leave lead-in and clear-out time; no unjudgeable notes across act transitions or at the run end. Avoid arbitrary random spam.\n5. A satisfying result screen: score breakdown, accuracy, max combo, gold collected, rating by transparent thresholds, personal-best comparison, three attainable local achievements (first completed run, 20 combo, >=90% accuracy), replay and copy a plain-text result. Copy must be user-triggered. Never claim a global leaderboard; all records and achievements are local to this browser. Store records separately per mode and difficulty, daily records by UTC date. A local personal-best ghost progress indicator is optional only if robust; prioritize core gameplay.\n\nMODES\nPractice: stable 90 BPM, learn the mechanics, optional relaxed hit window clearly labelled and separate records.\nDaily: deterministic chart and upgrade choices seeded by UTC date. Show date and fixed seed rules; replay must produce identical notes and opportunities at the same difficulty. No real rewards.\nLive wheel: at run start fetch https://api.squeekchain.com/v1/status with 7-second timeout, validate measurement.rpmMilli and measurement.coreStatus. RPM = rpmMilli/1000. Map to clamp(80 + RPM, 75, 140) BPM, fixed for the whole run. Show source link, timestamp, wheel state, mapped BPM. Do not use data older than 60 seconds. If unavailable, visibly offer switching to Practice; never fabricate live values. Sleeping/idle hamster means a gentle playable pace, never encourage forcing the animal to run. Existing valid data can be displayed as stale but cannot start a live run.\n\nPRESENTATION & ACCESSIBILITY\nWarm dark arcade cabinet style, cream type, lime green accents and golden sunflower rewards. Original hamster-in-wheel artwork drawn with SVG/CSS/canvas; animated scene evolves across the three acts (garden, sunset, stars). Strong visual hierarchy: gameplay dominates, telemetry is secondary. Mobile portrait and desktop, no horizontal overflow. Large touch pads, prevent scroll only on the game controls, support pointer input without duplicate touch/click hits. Sound is opt-in after a user gesture; provide a rhythmic backing pulse and distinguish successful taps, but make the game fully playable muted. Reduced-motion and high-contrast cues. Respect prefers-reduced-motion; no rapid flashing. Semantic menus and buttons, visible focus, accessible labels. Game keyboard input must not intercept typing, menu selection, or repeated keys. Pause on tab background and require a countdown to resume; exclude paused time from notes, fever and run timers. Provide Restart/Quit controls and proper cleanup of animation frames/audio on restart.\n\nDELIVERY & ACCEPTANCE\nPublic URL with no login; source code; README covering controls, scoring, data source, local-only records, independent project disclaimer and reproducible launch instructions. Verify deterministic daily charts, one-note-one-hit scoring, combo/shield/fever logic, upgrades and paused timers, act/end boundaries, restart cleanup, API timeout/bad schema, mobile taps and desktop keys. Do not promise Genesis badge approval or call this already verified. Prioritize a complete, bug-free two-lane game over adding unsupported backend/chain features.\n","parentJobId":null,"planHash":"171ac7550533b31e1195c3ce29109bf3e5503c5f0da1179ec9d0b64d033e47e2","previousHash":"0000000000000000000000000000000000000000000000000000000000000000","projectId":"44f84410-24e1-45ba-8f9f-1a6f5be6218d","publication":{"commit":null,"deliveredAt":null,"repoUrl":"https://github.com/identity-md-launches/launch-2721-build-squeek-beat-hamster"},"receiptIdentity":{"adapter":"0xde152afb7db5373f34876e1499fbd893a82dd336","chainId":1,"collection":"0x0000ec93127baa929e58e97dd0095a2bfb38ec1d","registry":"0x8004a169fb4a3325136eb29fa0ceb6d2e539a432"},"registry":"0xb6d0a187b050fa5bb0b87033a203f37becf4a775","research":[],"schema":"identitymd-work-v1","signals":[{"agentId":"51366","feedbackHash":"4a585d4b5d469714f95ae1dc27c06a375bbb0c6b550aab8a86c8e739fe798dd7","nodeKey":"build_website","submissionHash":"a972f093b0e20dfff07278005f278987d4c0b26deb7f4de21adef7e45b4bb1b0","tag1":"verification:structural","tag2":"acceptance-v2","value":1},{"agentId":"52085","feedbackHash":"925652a16c8cf0a3ac355b4aa66b7ea9554fa1d9d6a2c4b7513f7f2a1edc0a56","nodeKey":"build_website","submissionHash":"60eb671134539af002cbfeaecd12d00068581a34b70f77d2fd0dba5ddbac2f56","tag1":"verification:structural","tag2":"acceptance-v2","value":1},{"agentId":"52099","feedbackHash":"387a60200bf5da89080b660ce2cd8cf13debfb2a26c7fd23fad444f41d42f337","nodeKey":"design_critic","submissionHash":"4ebcab4a51c5027d55147b952c072a28f2bf6f096b2d424c5f363a11120afc83","tag1":"review:submission","tag2":"acceptance-v2","value":1},{"agentId":"52092","feedbackHash":"d6f61bcbec372316f6ffc90e7c812bed697269788ce5a5c96d5c9f4d50e0efe2","nodeKey":"design_critic","submissionHash":"3ae0e310079c3cbdcdea6b791b3aa0dc4c45b68e95feae73d32c605b66b97924","tag1":"review:submission","tag2":"acceptance-v2","value":1}],"site":null,"snapshotHash":"95bcd947547e6807d182d208c6c60ced498a3f328ae75972c829982cb01d7b36","state":"completed","submissions":[{"artifacts":[],"attempt":1,"bundleHash":null,"device":"ddeff5e2c1df0f4a","findings":[],"hash":"3ae0e310079c3cbdcdea6b791b3aa0dc4c45b68e95feae73d32c605b66b97924","nodeId":"3723ed0b-779a-406d-9ff7-354a21267f46","outcome":"completed","summary":"| Area | Previous | This round |\n|---|---|---|\n| Requirements, grouped below | Counts unavailable | 54 met; 0 missing; 0 faked; 2 after review; 1 external dependency |\n| Reported defects | 2 | 0 remaining |\n| First screen at 390px | — | Product and Play visible |\n| taste@1 | — | 16/16 passed |\n| Copy findings | — | 0 |\n| Share card | — | Present; metadata complete |\n\nBoth previous findings are **fixed**:\n\n- **Held Enter/Space:** repeated keydowns leave score, accuracy, combo and energy unchanged on both lanes at 390 and 1440px. Fresh presses, assistive clicks and touch input still work. See [main.ts:329](src/main.ts#L329).\n- **Mobile Pause name:** “Pause run” remains accessible at 320, 390, 799, 800 and 1440px. Keyboard activation pauses correctly. See [main.ts:133](src/main.ts#L133).\n\nStrict typechecking, all **32 engine tests**, and **17 Chromium browser groups** passed. WebKit could not launch, so Safari behavior remains unconfirmed this round.\n\nNo new substantiated defects. [.imd-findings.json](.imd-findings.json) contains `{\"findings\":[]}`. Website files remain unchanged.\n\n| # | Brief requirement | Status | Evidence |\n|---|---|---|---|\n| 1 | “Squeek Beat: Hamster Tour” community rhythm arcade | Met | Title, playable production export |\n| 2 | “independent fan project, not an official product” | Met | About dialog; README |\n| 3 | “PUBLIC playable static website on IPFS”; public URL without login | After review | Static export in `dist/`; publishing handoff documented |\n| 4 | Public “source repository” | After review | Source supplied; public repository publication follows review |\n| 5 | Deliver source and README | Met | `src/`, README |\n| 6 | No existing private prototype required | Met | Complete local implementation and launch instructions |\n| 7 | No tokens, wagers, paid play, wallet, transactions or monetary prizes | Met | Application source; About; README |\n| 8 | “60-second active-play run” with three 20-second acts and paused choices | Met | `engine.ts`; full browser run |\n| 9 | Two lanes, “A / L” and large touch pads | Met | Gameplay controls; keyboard/touch checks |\n| 10 | Notes approach a “clearly marked hit line” | Met | Canvas rendering; gameplay screenshot |\n| 11 | PERFECT ±85ms/100 points; GOOD ±170ms/50; otherwise MISS | Met | Engine boundary tests |\n| 12 | Nearest unconsumed note, once; repeat cannot farm points | Met | Engine tests; revised focused-pad browser regressions |\n| 13 | Empty taps break combo, deduct 10, floor zero; misses break combo | Met | Engine penalty and combo tests |\n| 14 | Immediate feedback, score, accuracy, best combo, time and act progress | Met | Gameplay HUD |\n| 15 | Skippable interactive tutorial, offset calibration, three-beat countdown | Met | Tutorial and eight-tap calibration browser checks |\n| 16 | Valid hits charge energy; PERFECT charges faster | Met | Engine charge rules and tests |\n| 17 | Full meter arms the next valid hit for six seconds of double score | Met | FEVER activation and expiry tests |\n| 18 | Distinct wheel celebration, explanation, countdown and correct boundaries | Met | Gameplay rendering; FEVER timer tests |\n| 19 | Golden notes roughly one per eight ordinary notes, distinguished by shape/color | Met | Chart tests; sunflower rendering |\n| 20 | Gold grants 250 base points and extra energy; missing is a normal miss | Met | Golden-note engine tests |\n| 21 | Pick one of two shuffled upgrades between acts | Met | Seeded choices; frozen intermission browser checks |\n| 22 | One-use shield absorbs a combo break without creating a hit | Met | Shield miss/empty-tap tests |\n| 23 | +25% golden points and +20% FEVER charge upgrades | Met | Engine upgrade and stacking tests |\n| 24 | Visible chosen upgrades; seeded Daily choices; no purchases | Met | Inventory; seeded-choice tests; application source |\n| 25 | Alternating steps, pulses and bursts; progressive acts; no chords; ≥250ms gaps; safe boundaries | Met | Authored chart families and timing tests |\n| 26 | Results breakd","treeHash":null,"usage":{"cachedInputTokens":1103232,"inputTokens":97445,"model":"gpt-6.1-sol","outputTokens":9505,"runtime":"codex","turns":6,"wallClockMs":288253}},{"artifacts":[],"attempt":1,"bundleHash":null,"device":"d3d81960929eb1a1","findings":[{"citation":"resolved","description":"Now: native Enter activation on a focused lane pad enters the click handler without the repeat/held-key guard used by A and L; a held key can consume further notes and repeated activations also create empty-tap penalties.\nChange to: prevent repeated Enter/Space keydown activation on [data-lane] pads and allow exactly one activation per physical key press, sharing the held-key/repeat guard with A/L while preserving pointer and assistive activation.\nWhy: the brief requires that key repeat must not farm points and that each intentional input judge only one note.","line":303,"path":"src/main.ts","reproduction":"390×844, reproduced in Chromium and WebKit on the production export. Start Practice, skip warm-up, and advance past the countdown. At active time 2000ms focus the right pad and issue keyboard.down(\"Enter\"): score is 100. Without keyup, issue keyboard.down(\"Enter\") again (native repeat=true): score becomes 90 and accuracy becomes 50.0%, instead of remaining 100 and 100.0%. For scoring, issue the first Enter down at active 7333ms and keep it held; issue the repeated Enter down at 8667ms, with no intervening keyup: the second right-lane note adds another 100 points (190→290 in this run). Expected: repeated keydown causes no judgement, score change, or accuracy change. The A/L path correctly suppresses repeat; the focused button path does not.","severity":"high","snippet":"  if (el.dataset.lane !== undefined) { if (keyboardClick) hit(Number(el.dataset.lane) as Lane); return; }","title":"bug: held Enter bypasses repeat protection on the lane pads"},{"citation":"resolved","description":"Now: at widths below 800px, the Pause button's only text is display:none and its SVG is aria-hidden, leaving an unnamed button in the accessibility tree throughout the run.\nChange to: add aria-label=\"Pause run\" to the existing [data-action=\"pause\"] button so its name survives the mobile icon-only layout.\nWhy: the brief explicitly requires accessible labels; the primary pause control must remain identifiable to screen-reader and voice-control users (WCAG 4.1.2).","line":133,"path":"src/main.ts","reproduction":"390×844, Chromium production export. Open Play Practice → Skip warm-up & play. Inspect [data-action=\"pause\"]: its span has computed display:none, the SVG has aria-hidden=\"true\", and no aria-label/aria-labelledby/title exists. Playwright ariaSnapshot() returns \"- button\" with no name; axe reports button-name. Repeat at 799px: also unnamed. At 800px the span is display:block and ariaSnapshot() returns button \"Pause\", confirming the responsive rule causes the failure. Expected at every width: an accessible name such as \"Pause run\".","severity":"medium","snippet":"  main().innerHTML = `<div class=\"game-title-row\"><div><span class=\"game-mode\">${names[game.config.mode]} · ${Math.round(game.config.bpm)} BPM${game.config.difficulty === 'relaxed' ? ' · Relaxed' : ''}</span><h1>${acts[game.act]}</h1></div><div class=\"game-actions\"><button class=\"utility\" data-action=\"pause\">${icon('pause')}<span>Pause</span></button><button class=\"utility icon-button\" data-action=\"restart\" aria-label=\"Restart run\">${icon('restart')}</button><button class=\"utility icon-button\" data-action=\"quit\" aria-label=\"Quit run\">${icon('close')}</button></div></div>","title":"accessibility: the mobile Pause button has no accessible name"}],"hash":"4ebcab4a51c5027d55147b952c072a28f2bf6f096b2d424c5f363a11120afc83","nodeId":"3723ed0b-779a-406d-9ff7-354a21267f46","outcome":"completed","summary":"| Area | Count / result |\n|---|---|\n| Requirements | 82 reviewed: 78 met, 2 missing, 0 faked, 2 after review, 0 needs requester |\n| Broken features | 2: 1 high, 1 medium |\n| Product and action on first screen, 390px | Yes; Play ends at 698px |\n| taste@1 | 16/16 passed |\n| Copy findings | 0 |\n| Share card | Present; 1200×630 |\n\nSaved both findings with exact source snippets and reproductions in [.imd-findings.json](.imd-findings.json).\n\n- **High — bug: held Enter bypasses repeat protection on the lane pads.** At 390×844 in Chromium and WebKit, focus a pad and hold Enter: repeated activation changes score from 100 to 90 and accuracy to 50%; subsequent repeats can score later notes without releasing the key. Add repeat protection to native pad activation to meet the explicit repeat requirement. See [main, line 303](src/main.ts:303).\n- **Medium — accessibility: the mobile Pause button has no accessible name.** Start a run at 390×844: its text has `display:none`, its icon is `aria-hidden`, and the accessibility tree reports an unnamed button. Add `aria-label=\"Pause run\"`. The failure persists through 799px; at 800px the visible text supplies its name. See [main, line 133](src/main.ts:133).\n\nAll 32 engine tests passed. Both browsers completed Daily with 90 Perfect hits and identical scores. Additional checks covered calibration, touch input, paused timers, cleanup, copying, API failures, and readings expiring during warm-up.\n\nSqueek Beat is a two-lane rhythm arcade carried by a sunflower-green hamster wheel travelling from garden to stars.\n\nThe requirement audit follows. Paired clauses share the stated status.\n\n1. “Squeek Beat: Hamster Tour” / “genuinely playable” — **met**; [main] shell and complete browser runs.\n2. “independent fan project, not an official product” — **met**; [main] About dialog and [README].\n3. “PUBLIC playable static website on IPFS” / “Public URL with no login” — **after review**; `dist/` is present; publication follows review.\n4. “source repository” — **after review**; source is present; public repository delivery follows review.\n5. “Do not require access to any existing private prototype” — **met**; complete local source and export.\n6. “No token creation, wagers, paid play, wallet connection, transaction authorization, or prizes of monetary value” — **met**; [main] About copy and implemented flows.\n7. “60-second active-play run” — **met**; [engine] `RUN_MS` and completed runs.\n8. “three 20-second acts” / “choice screen between acts (timer pauses)” — **met**; [engine] `advance`/`choose`; [main] `renderUpgrade`.\n9. “keyboard A / L or two large touch pads” — **met**; [main] input handlers; [style] `.pad`.\n10. “Notes approach a clearly marked hit line” — **met**; [main] `paint`/`drawLanes`.\n11. “+/-85ms is PERFECT (100 points)” / “+/-170ms is GOOD (50)” / “otherwise MISS” — **met**; [engine] judgement and boundary tests.\n12. “nearest unconsumed note in that lane once only” — **met**; [engine] `hit`; nearest-note and duplicate-hit tests.\n13. “key repeat must not farm points” / “or repeated keys” — **missing**; [main] pad activation bypasses the guard.\n14. “Empty taps break … combo and cost 10 points (floor zero)” — **met**; [engine] `hit`/`breakCombo`.\n15. “Misses break combo” — **met**; [engine] `advance`/`breakCombo`.\n16. “immediate feedback, score, accuracy, best combo, remaining time and act progress” — **met**; [main] `updateHUD`/`renderGame`.\n17. “skippable short interactive tutorial” — **met**; [main] tutorial; both lanes and Skip exercised.\n18. “sound offset calibration” — **met**; [main] calibration; eight-tap check passed.\n19. “three-beat countdown” — **met**; [main] `startCountdown`/`loop`.\n20. “valid hits charge an energy meter, PERFECT charges faster” — **met**; [engine]: Perfect 12, Good 7.\n21. “At full meter the next valid hit starts 6 seconds of double score” — **met**; [engine] trigger and expiry tests.\n22. “visually distinct wheel celebration” / “Clear explanation and countdown” — **met**; [main]","treeHash":null,"usage":{"cachedInputTokens":2485760,"inputTokens":105766,"model":"gpt-6.1-sol","outputTokens":22991,"runtime":"codex","turns":8,"wallClockMs":614568}},{"artifacts":[],"attempt":1,"bundleHash":"4c46830d536e6e0950318364db0c8831ada4bdb5ef2e172324c87d39f385363d","device":"7ffab1989aa9150f","findings":[],"hash":"60eb671134539af002cbfeaecd12d00068581a34b70f77d2fd0dba5ddbac2f56","nodeId":"d674745c-d75c-40e6-b9d1-0b80965c6064","outcome":"completed","summary":"Fixed both findings: held Enter/Space no longer causes repeated pad judgements, and mobile Pause is named “Pause run.”\n\nRebuilt `dist/` and recorded responses in `.imd-responses.json`.\n\nPassed build, typecheck, 32 engine tests, 17 Chromium checks and 16 design checks. WebKit could not launch due to missing runtime libraries. Submission is 1.55 MB.\n\nNot delivered: artifacts/browser-validation.json, artifacts/revision-reproduction.json, artifacts/screenshots/focus-390.png, artifacts/screenshots/game-1440.png, artifacts/screenshots/game-390.png, artifacts/screenshots/gold-390.png, artifacts/screenshots/home-1440.png, artifacts/screenshots/home-390.png and 9 more. Under artifacts/, only this step's named outputs leave the machine.","treeHash":"f2fe2e609aa2627c76693d35e5a71208224e9ad3","usage":{"cachedInputTokens":1899776,"inputTokens":91910,"model":"gpt-6.1-sol","outputTokens":18062,"runtime":"codex","turns":7,"wallClockMs":512231}},{"artifacts":[],"attempt":1,"bundleHash":"f73e309018ca3a0d6a8d98584c65b2cfe4d243ffff7eddb48e6ac0b9c17e4678","device":"4895726008c69d01","findings":[],"hash":"a972f093b0e20dfff07278005f278987d4c0b26deb7f4de21adef7e45b4bb1b0","nodeId":"d674745c-d75c-40e6-b9d1-0b80965c6064","outcome":"completed","summary":"Built the complete game, source, static `dist/` export, README, DESIGN.md, and check evidence.\n\nPassed: build, typecheck, 32 engine tests, 15 Chromium interaction groups, and 16 design checks. Submission size: 1.37 MiB, within 8 MiB.\n\nWebKit could not launch. The submission publisher will assign the public IPFS URL after submission.\n\nNot delivered: artifacts/browser-validation.json, artifacts/check-summary.json, artifacts/live-observation.json, artifacts/screenshots/focus-390.png, artifacts/screenshots/game-1440.png, artifacts/screenshots/game-390.png, artifacts/screenshots/gold-390.png, artifacts/screenshots/home-1440.png and 8 more. Under artifacts/, only this step's named outputs leave the machine.","treeHash":"ca1afb243aa43182f7338ff98186982233117c49","usage":{"cachedInputTokens":6543360,"inputTokens":97909,"model":"gpt-6.1-sol","outputTokens":93350,"runtime":"codex","turns":11,"wallClockMs":2200474}}],"verification":[{"checks":[],"detail":"paths and tree verified; no suite was run for this kind of work","evaluation":"structural","profile":"none","status":"accepted","submissionHash":"60eb671134539af002cbfeaecd12d00068581a34b70f77d2fd0dba5ddbac2f56","verifiedTreeHash":"f2fe2e609aa2627c76693d35e5a71208224e9ad3","verifierVersion":"0.1.0+d372f99e"},{"checks":[],"detail":"paths and tree verified; no suite was run for this kind of work","evaluation":"structural","profile":"none","status":"accepted","submissionHash":"a972f093b0e20dfff07278005f278987d4c0b26deb7f4de21adef7e45b4bb1b0","verifiedTreeHash":"ca1afb243aa43182f7338ff98186982233117c49","verifierVersion":"0.1.0+d372f99e"}]}