{"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":"43751d46-7f4b-4fa7-b1d9-49cef0afda89","kind":"skill:build-website","nodes":[{"acceptedSubmissionHash":"916fd59d977963b992f65c17474f73c0f439ba45539330a859cb4f666ebc1b92","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":"9193193268540530faf58bdb775308f245fad143e3c156bdb2b106de153fa836","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 and ship SqueekBurrow, an original cooperative colony-survival web game powered by live Squeekchain rounds. This must be a finished playable product, not a dashboard, tracker, landing page, prediction market, boss raid, betting app, or thin API wrapper. Core loop: players join one shared hamster colony and, before each eligible Squeekchain round resolves, choose exactly one assignment: Forage, Fortify, Explore, or Rest. The application reads authoritative live Squeekchain round/wheel data; the hamster's real distance and round outcome deterministically affect resource yield, danger, and consequences. Persist colony and player state across rounds. Track at minimum food, timber, shelter integrity, morale, personal stamina, contribution, and the last processed round so no round can settle twice. Forage gains food with distance-sensitive variance; Fortify converts effort/resources into shelter protection; Explore can discover useful items or trigger risk events; Rest restores stamina but contributes little that round. Include meaningful recurring hazards such as storms, cold nights, food shortages, and tunnel collapse, resolved from deterministic round-derived seeds rather than client-controlled randomness. A season lasts a documented number of rounds; the colony wins by surviving to season end and loses if critical survival state reaches zero. Include onboarding, current colony state, assignment selection with cutoff/lock status, recent round resolution, personal contribution, a leaderboard, event history, and a clear season result/recap. Use the official Squeekchain API or chain data in actual gameplay and document the exact endpoint or contract integration in the public repository README. The app must fail visibly and safely when live Squeekchain data is unavailable; never fabricate live rounds. Prevent duplicate settlement and obvious client-side state tampering. Build responsive polished hamster-themed UI with accessible controls and mobile support. Provide a public GitHub repository and deployed HTTPS demo through IMD. Include automated tests for deterministic settlement, duplicate-round protection, action effects, win/loss conditions, and unavailable-live-data behavior. Do not add tokens, financial rewards, custody, wallet approvals, transfers, wagering, or paid mechanics. Do not copy Wheel Raid, Squeek Predict, SqueekQuest, or any existing project; colony resource allocation and multi-round survival must remain the product's central mechanic. Name the product SqueekBurrow and use site label squeekburrow if available, otherwise choose a close unique label without changing the product name.","parentJobId":null,"planHash":"87329cf4e3366d9786d0d6327f36437f13d506ea3dbc89c31f277f95d15a1e73","previousHash":"726e6187f1209a365840c1edfc4c384b98cbfeef72131d5e45676fdc67b4772e","projectId":"43751d46-7f4b-4fa7-b1d9-49cef0afda89","publication":{"commit":"09f9190cd4f297edf585f4209c5ca3e376b7e0e4","deliveredAt":"2026-11-06T11:23:09.033Z","repoUrl":"https://github.com/identity-md-launches/launch-3045-build-ship-squeekburrow-original"},"receiptIdentity":{"adapter":"0xde152afb7db5373f34876e1499fbd893a82dd336","chainId":1,"collection":"0x0000ec93127baa929e58e97dd0095a2bfb38ec1d","registry":"0x8004a169fb4a3325136eb29fa0ceb6d2e539a432"},"registry":"0xb6d0a187b050fa5bb0b87033a203f37becf4a775","research":[],"schema":"identitymd-work-v1","signals":[],"site":{"cid":"bafybeifor4q6loumyq6uxgnvz5mga3foctbtj4ogzz2z5ubogd3o4eflha","ensName":"squeekburrow.identitymd.eth","namingTransaction":"0x5041340405e8971d05c8f7cf2058dcc8f6cde0a692210ab1c46da4c5062cbf97"},"snapshotHash":"497f4c9d113e38d75a2d2f58fc2e015f818afa7fcbbb98498bb2291f85e8f6da","state":"completed","submissions":[{"artifacts":[],"attempt":1,"bundleHash":"2fdbb21bb7a29e5e21f9e91583b7db25ecc8bc94c52fe34b7dae42ef0190e8ed","device":"c5f970da1a0cc219","findings":[],"hash":"916fd59d977963b992f65c17474f73c0f439ba45539330a859cb4f666ebc1b92","nodeId":"f43eebb4-aeb6-4722-9719-9e911dbb4a80","outcome":"completed","summary":"Implemented SqueekBurrow with a playable static export, shared live backend, original artwork, tests and documentation.\n\nPassed: 31 tests, 16 browser checks, 10 live integration checks and all 16 design checks. Submission: 2.26 MB.\n\nPublic backend hosting and IMD publication remain pending. Native file saving was blocked by the sandbox; recap contents were verified.\n\n[Setup and documentation](README.md) · [Validation report](artifacts/validation.md)","treeHash":"ec79aa5caf4fef3e712a4614c7c95e87b9cb3b06","usage":{"cachedInputTokens":14357376,"cost":{"source":"estimated","usdMicros":5343555},"inputTokens":569890,"model":"gpt-6.1-sol","outputTokens":133230,"runtime":"codex","turns":17,"wallClockMs":3556124}},{"artifacts":[],"attempt":1,"bundleHash":null,"device":"2ad55d105b02faa2","findings":[{"citation":"resolved","description":"Now: After a live season ends, joining returns 409, while starting the next season requires an existing bearer session. A new visitor sees a disabled Start a new season button and no Join control; if previous players leave or lose their sessions, shared play cannot resume.\nChange to: Allow a newcomer to register a session against an ended colony without altering its recap, expose that join action on the result screen, and then allow the authenticated player to start the next season through the existing guarded endpoint.\nWhy: The shared colony needs an entry path for its next players after a normal win or loss; otherwise a finished season permanently blocks the central cooperative game for newcomers.","line":107,"path":"server/service.mjs","reproduction":"390 × 844, Chromium. With an available controlled live snapshot for round 335 and a fresh in-memory Store, call Service.join(\"Hazel\"), then Store.settle on shipped practiceRounds 335 onward with no further assignments until status is lost (completed=5). Open the production frontend in a fresh browser context against that Service.view response. Observed: .season-result reports the loss, Start a new season has disabled=true, and there are 0 Join buttons. Service.join(\"NewPlayer\") returns status 409, \"This season has ended. Begin a new season first.\"; /api/season calls Service.auth without a session and returns 401. Expected: the new visitor can establish an identity and initiate the next shared season without an old visitor returning.","severity":"medium","snippet":"      if (state.status !== \"surviving\")\n        throw Object.assign(\n          new Error(\"This season has ended. Begin a new season first.\"),\n          { status: 409 },\n        );","title":"bug: a finished live season locks out every new visitor"},{"citation":"resolved","description":"Now: The active-mouth filter has no membership start boundary. A player created in current round 338 is counted as a mouth when delayed rounds 335–337 settle, changing past upkeep and even applying an additional food-shortage morale penalty.\nChange to: Persist each player’s joinedRound and exclude players from upkeep and passive recovery for rounds before joinedRound. Keep lastActive for the three-round dormancy rule.\nWhy: Cooperative survival consequences must reflect participants eligible for that round. Network confirmation delay must not retroactively charge the colony for new arrivals.","line":241,"path":"shared/game.ts","reproduction":"Viewport-independent service defect, observable in Field journal at 390 px. Use the shipped practiceRounds and an in-memory Store/Service with a controlled clock. Publish currentRound=335, settledThrough=334; join Original. Advance currentRound to 338 while settledThrough remains 334; join LateArrival (lastActive=338). Then publish settledThrough=337 and return shipped rounds 335–337 from loadRounds. Each old round now logs \"Supper: 14 food for 2 active hamsters\", leaving food=13 and morale=65. Repeat without LateArrival: every identical old round logs 11 food for 1 hamster, leaving food=22 and morale=71. Expected: joining in 338 does not change the cost or outcome of 335–337.","severity":"medium","snippet":"    s.players.filter((p) => p.lastActive >= round.id - 2).length,","title":"bug: late joiners consume food in rounds before they joined"},{"citation":"resolved","description":"Now: Automatic service discovery selects Live colony without saving that mode. A player can join and commit a live assignment, then reload during a service outage and land in an unrelated practice colony. The stored service error is hidden because the page now renders practice.\nChange to: Persist the automatically selected live mode, or initialize returning players with a service session in live mode. Keep their next load in the existing live loading/error/retry flow until they explicitly choose Practice.\nWhy: The brief requires live-data failures to be visible and safe; returning live players must see the outage instead of an unexplained switch to a different colony.","line":569,"path":"src/main.tsx","reproduction":"390 × 844, Chromium, fresh browser context. Serve config.json with serviceUrl=\"\" and an available Service.view response; let automatic discovery select Live colony without clicking the mode toggle. Join as Hazel and commit Forage. Measured before reload: Live colony aria-pressed=true, assignment status=\"Locked in\", localStorage squeekburrow.mode=null. Make /api/state return HTTP 503 and reload. Measured afterward: Practice aria-pressed=true, Live colony=false, scene shows \"3 burrowmates · 2 practice helpers\", primary button is \"Forage for the colony\", and there are 0 .live-error/.connection-error banners. Explicitly choosing Live colony reveals the missing error; restoring the service and retrying recovers the original locked assignment. Expected: reload remains in Live colony and displays its unavailable-service state.","severity":"medium","snippet":"      if (readStorage(\"squeekburrow.mode\") === null) setMode(\"live\");","title":"bug: reloading during a service outage silently switches a live player to practice"}],"hash":"9193193268540530faf58bdb775308f245fad143e3c156bdb2b106de153fa836","nodeId":"27c52fcb-215f-479a-b1f1-78e7423a229d","outcome":"completed","summary":"| Area | Result |\n|---|---|\n| Requirements | 39: 35 met, 1 partially missing, 0 faked, 3 after review |\n| Broken features | 3 medium bugs |\n| First screen, 390 px | Product and primary action visible |\n| taste@1 | 16/16 passed |\n| Copy | 0 findings |\n| Share card | Present; metadata and image verified |\n\nSaved three verified findings in [.imd-findings.json](/home/imd-worker/.identitymd/work/43751d46-7f4b-4fa7-b1d9-49cef0afda89/27c52fcb-215f-479a-b1f1-78e7423a229d/.imd-findings.json):\n\n- **bug:** An ended live season blocks newcomers from joining or starting another season.\n- **bug:** Delayed settlement charges food for players who joined after those rounds ended.\n- **bug:** Reloading during an outage silently switches an automatically connected live player to practice.\n\nEach finding includes an exact source snippet, measured reproduction, and proposed correction. Application files remain unchanged.\n\nAll 31 automated tests passed. Chromium checks covered all assignments, winning and losing seasons, persistence, keyboard controls, and three game views at four widths. WebKit remains unverified because its browser binary was unavailable.\n\n| Explicit requirement | Status | Evidence |\n|---|---|---|\n| Name the product “SqueekBurrow” | Met | Header, document title, README |\n| Original, finished cooperative survival game; not a dashboard, tracker, landing page, market, raid, betting app, or thin wrapper | Met | Playable assignment and survival loop; original `src/Burrow.tsx` artwork |\n| “Powered by live Squeekchain rounds”; authoritative round/wheel reads | Met | `shared/live.ts`, `server/chain.mjs`; successful live reads |\n| “Players join one shared hamster colony” | Met, with bug | `server/service.mjs`, shared SQLite state; ended-season entry defect recorded |\n| Choose exactly one of Forage, Fortify, Explore, Rest before resolution | Met | Assignment controls; server cutoff and uniqueness checks |\n| Real distance and outcome deterministically affect yield, danger, consequences | Met | `roundSeed()`, `settleRound()` |\n| Persist colony and player state across rounds | Met | `server/store.mjs`; durability test |\n| Track food, timber, shelter, morale, stamina, contribution, last processed round | Met | `Colony` and `Player` models; resource and personal panels |\n| Distance-sensitive Forage yield | Met | `shared/game.ts` Forage branch |\n| Fortify converts effort/resources into protection | Met | Fortify branch |\n| Explore discovers useful items or triggers risks | Met | Explore branch |\n| Rest restores stamina with little contribution | Met | Rest branch |\n| Recurring storms, cold nights, shortages, tunnel collapse | Met | Weather and upkeep resolution |\n| Hazards use round-derived seeds, not client randomness | Met | `roundSeed()`, `hazardFor()`; determinism test |\n| Documented season length | Met | README and interface: 24 rounds |\n| Win by surviving season end | Met | Victory reducer and completed browser season |\n| Lose when critical survival state reaches zero | Met | Loss reducer and completed browser loss |\n| Onboarding | Met | Join dialog and field guide |\n| Current colony state | Met | Resource panel and season strip |\n| Assignment selection with cutoff/lock status | Met | Assignment panel and server enforcement |\n| Recent round resolution | Met | “The last little adventure” |\n| Personal contribution | Met | Personal panel and leaderboard |\n| Leaderboard | Met | Burrowmates; practice helpers explicitly identified |\n| Event history | Met | Field journal and expandable consequences |\n| Clear season result/recap | Met | Result screen and JSON recap implementation |\n| Official integration used in actual gameplay | Met | Service feeds verified contract rounds into settlement |\n| Exact endpoint/contract integration documented in README | Met | README integration table; consistent with [official API documentation](https://docs.squeekchain.com/developers/api/) |\n| Fail visibly and safely when live data is unavailable | **Missing in one f","treeHash":null,"usage":{"cachedInputTokens":2799360,"cost":{"source":"estimated","usdMicros":5083250},"inputTokens":136904,"model":"gpt-6-astra","outputTokens":18297,"runtime":"codex","turns":6,"wallClockMs":659140}}],"verification":[{"checks":[],"detail":"paths and tree verified; no suite was run for this kind of work","evaluation":"structural","profile":"none","status":"accepted","submissionHash":"916fd59d977963b992f65c17474f73c0f439ba45539330a859cb4f666ebc1b92","verifiedTreeHash":"ec79aa5caf4fef3e712a4614c7c95e87b9cb3b06","verifierVersion":"0.1.0+18543036"}]}