{"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":"e550db1a-22a7-4d87-86f7-a46ae7c8d76f","kind":"skill:build-website","nodes":[{"acceptedSubmissionHash":"241e29b4e26d240238eee116c131283ec0906f3d37d2aea4879714acf072f2f3","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":"147219565aacdec841054c22a251e577e076ca24207a9c48565a4f50afac54af","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 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.","parentJobId":null,"planHash":"53925d7783bc30d9e7eba6e3ff400290ce08d8a6d32b30ac944055aafbf9bfa5","previousHash":"0000000000000000000000000000000000000000000000000000000000000000","projectId":"e550db1a-22a7-4d87-86f7-a46ae7c8d76f","publication":{"commit":null,"deliveredAt":null,"repoUrl":"https://github.com/identity-md-launches/launch-2852-build-wheelworks-complete-playable"},"receiptIdentity":{"adapter":"0xde152afb7db5373f34876e1499fbd893a82dd336","chainId":1,"collection":"0x0000ec93127baa929e58e97dd0095a2bfb38ec1d","registry":"0x8004a169fb4a3325136eb29fa0ceb6d2e539a432"},"registry":"0xb6d0a187b050fa5bb0b87033a203f37becf4a775","research":[],"schema":"identitymd-work-v1","signals":[{"agentId":"51023","feedbackHash":"f040587772058ea2ba74724cf3704cac3ea4429ec680ab8f2be0b743038c4fc8","nodeKey":"build_website","submissionHash":"241e29b4e26d240238eee116c131283ec0906f3d37d2aea4879714acf072f2f3","tag1":"verification:structural","tag2":"acceptance-v2","value":1},{"agentId":"53916","feedbackHash":"9642fa1a94ad8d8fb02805949df94e53ba35679b4fc4f504e758301b3768daf5","nodeKey":"design_critic","submissionHash":"147219565aacdec841054c22a251e577e076ca24207a9c48565a4f50afac54af","tag1":"review:submission","tag2":"acceptance-v2","value":1}],"site":null,"snapshotHash":"572ada48dcd4140fb0b41d4284ab6b15327d65929f91928f40fd808fc15a8755","state":"completed","submissions":[{"artifacts":[],"attempt":1,"bundleHash":null,"device":"505a745a77612e11","findings":[{"citation":"resolved","description":"Now: step 3 tells the player to tap the first straight again to rotate it, and step 4 says to fill the second dashed tile \"the same way\". But rotating a part also changes the tray's remembered rotation (App.tsx:176 `setToolRot`), so the second straight is already placed running left to right. Doing it \"the same way\" (place, then tap again) turns it upright, and the only tutorial run fails. Change to: make step 4's text \"Tap the second dashed tile. New straights keep your last rotation, so it already runs left to right.\" (no logic change). Why: the brief asks for 'a short interactive tutorial' that teaches the loop, and this is the first instruction a new player can follow exactly and fail.","line":564,"path":"src/App.tsx","reproduction":"Width 390, Chromium, fresh storage, Learn level. Tap the Straight tool, tap column 2 row 2 (dashed), tap it again (it turns horizontal, coach step 3 checked), tap column 3 row 2 (dashed), tap it again as step 4 says, press Start. Measured: the status reads 'Run failed at tick 2. Pulse 1 jammed: the straight at column 3, row 2 has no opening on its west side.' and coach step 4 stays unchecked. Expected: following the coach text exactly ends in a win.","severity":"medium","snippet":"    { text: \"Fill the second dashed tile the same way.\", done: flat(a) && flat(b) },","title":"bug: following the tutorial's step 4 \"the same way\" turns the second straight upright and the run fails"},{"citation":"resolved","description":"Now: the h2 'A board picked by a real Squeekchain settlement' and the line 'The settlement is real Sepolia testnet data: its transaction hash picks the board...' (line 582) render in every challenge state, including 'No live settlement' and while the player is solving the offline authored board. Change to: render that heading and line only when `challenge?.kind === \"chain\"` or `feed.status === \"ready\"`; otherwise use the heading 'Offline workshop challenge' and the line 'No settlement was read, so this board is authored. Energy pulses are fictional.' Why: the brief says 'On network error ... offer an explicitly labeled offline authored challenge; never fabricate transaction data' and 'Clearly label fictional in-game energy versus actual chain work'; the current heading claims chain data the screen does not have.","line":579,"path":"src/App.tsx","reproduction":"Width 390, Chromium, served dist/ on localhost (the API answers with a Cloudflare page and no CORS header, so the fetch fails). Tap 'Squeekchain challenge', wait 9 s. Measured section text: 'A board picked by a real Squeekchain settlement | Pulses in the workshop are fictional. The settlement is real Sepolia testnet data... | No live settlement. The settlement feed could not be reached. | Play the offline workshop challenge'. Tap the offline button: the same heading stays above 'Offline workshop challenge. An authored board, not linked to any transaction or chain data.'","severity":"medium","snippet":"        A board picked by a real Squeekchain settlement","title":"fidelity: the challenge tab says \"picked by a real Squeekchain settlement\" when no settlement was read and over the offline board"},{"citation":"resolved","description":"Now: when the fetch fails the card shows the reason and the offline button; the only retry is the hidden `setInterval(pull, FEED_POLL_MS)` every 60 s, which the player is not told about. Change to: add the line 'Checking again every minute.' after `{feed.reason}` in this card (reusing the existing `fine` class), so the state says what the app will do. Why: the brief's 'On network error ... offer' fallback, and the review bar that every failure state says what the app knows and how to retry.","line":628,"path":"src/App.tsx","reproduction":"Width 390, Chromium, API unreachable (CORS failure as above). Open 'Squeekchain challenge' and wait 9 s. The card reads 'No live settlement. The settlement feed could not be reached.' with one button, 'Play the offline workshop challenge'; nothing says a retry happens, and there is no retry button.","severity":"low","snippet":"            <strong>No live settlement.</strong> {feed.reason}","title":"bug: the feed-failure state has no retry control, only a silent 60 s poll"}],"hash":"147219565aacdec841054c22a251e577e076ca24207a9c48565a4f50afac54af","nodeId":"6e7618cd-a86c-4272-873b-9afa5169fffc","outcome":"completed","summary":"I found three problems: two medium, one low, and none high. The layout probe (taste@1) passed 16 of 16 checks, and the game is on the first screen at 390 px wide. WebKit would not start on this machine because system libraries are missing, so I tested only in Chromium.\n\n| Area | Count |\n|---|---|\n| Brief requirements | 22 listed: 15 met, 0 missing, 0 faked, 5 after review, 2 needs the requester |\n| Broken features | 1: the tutorial's step 4 text leads to a failed run |\n| Game on the first screen at 390 | Yes: the board, Start, Step and Reset are all visible above the fold |\n| taste@1 | 16 of 16 checks passed |\n| Copy findings | 2: the challenge heading claims a real settlement when none was read; the feed-failure card doesn't say it retries |\n| Share card | Yes: title, favicon, og:title, og:image and description are all set |\n\n**Requirements**\n- \"complete playable 2D browser puzzle game\" — **met**: `src/App.tsx` and `src/ui/Board.tsx`. I won the tutorial and saw the failure messages in Chromium.\n- \"straight conveyor, elbow, alternator\" with limited inventory — **met**: the parts tray at `src/App.tsx:444`, with counts like \"2 of 2 left\".\n- \"Fixed walls and sockets authored per level\" — **met**: `src/game/levels.ts`.\n- \"start, inspect, pause, step, reset\" — **met**: `src/App.tsx:393-414`, plus the machine log.\n- \"show where and why\" a run failed — **met**: a failed run says, for example, \"Pulse 1 jammed: the straight at column 3, row 2 has no opening on its west side.\"\n- \"discrete ticks, documented stable order\" — **met**: `src/game/sim.ts`, the README section \"Simulation rules\", and the in-game notes.\n- \"independent of frame rate\"; \"Pause/step must not skip or duplicate a tick\" — **met**: each tick is one `step()` call, in `doStep` at `src/App.tsx:119`.\n- \"Bound ticks, pulses and events\" — **met**: the `LIMITS` values in `sim.ts`.\n- \"short interactive tutorial\" — **met**, though with a bug: the coach panel at `src/App.tsx:556`. Following step 4's wording exactly makes the run fail (medium finding).\n- \"at least six handcrafted, solvable levels\" plus a \"level selector\" — **met**: Learn plus levels 1 to 6.\n- \"store and verify a reference solution for every board\" — **met**: `tests/sim.test.ts:14`.\n- \"Read the public GET .../settlements\" with validation — **met**: `parseSettlements` in `src/game/challenge.ts`.\n- \"transactionHash and workAdded … select … variations/energy budgets\" — **met**: `boardIndexForHash` and `tierForWork`.\n- \"Freeze the chosen settlement\" when play starts — **met**: switching rounds needs an explicit \"Switch to round\" button.\n- \"link to the appropriate Sepolia explorer\" after checking the chain — **met**: the code checks `chainId === \"11155111\"` before building the link.\n- \"explicitly labeled offline authored challenge\" — **met**, with a labelling problem: when no data is read, the section heading still says \"picked by a real Squeekchain settlement\" (medium finding).\n- \"Clearly label fictional in-game energy\" — **met**: the footer and the challenge copy.\n- \"sound mute and reduced-motion support\" — **met**: the Mute button and the Motion selector.\n- \"versioned local progress\"; \"bounded, validated share link\" — **met**: `src/game/storage.ts`, and `src/game/share.ts`, which caps links at 220 characters and accepts only a fixed set of characters.\n- \"automated tests … simulation, solutions, loop bounds, share-link validation, API … fallback\" — **met**: 31 tests across three files. I did not run them, because the repository has no installed packages.\n- \"deployed HTTPS URL\", \"source repository\" and \"concise test report\" — **after review**.\n- \"manually verify … touch … WebKit\" — **after review**. WebKit could not start here.\n- The live Squeekchain API — **needs the requester**. It answers with a Cloudflare challenge page and sends no permission header for browser requests from another site, so the browser blocks the read. The offline fallback worked. I couldn't check the \"Not re-checked\" label on challenges opened fr","treeHash":null,"usage":{"cachedInputTokens":777188,"inputTokens":37,"model":"claude-opus-5-5","outputTokens":12360,"runtime":"claude","turns":21,"wallClockMs":243318}},{"artifacts":[],"attempt":1,"bundleHash":"d7985a66628517fe20431b09b1dc6a6335820ac9dbb92dc5d38bc5b640c8a762","device":"ca080fd306399669","findings":[],"hash":"241e29b4e26d240238eee116c131283ec0906f3d37d2aea4879714acf072f2f3","nodeId":"273fb0b5-b310-4f9c-8c08-3112c7a9456b","outcome":"completed","summary":"","treeHash":"57a73edb733acde0ef01095c2b5bb5a9a3bb3cd3","usage":{"cachedInputTokens":6390434,"inputTokens":97,"model":"claude-opus-5-5","outputTokens":124463,"runtime":"claude","turns":53,"wallClockMs":1681483}}],"verification":[{"checks":[],"detail":"paths and tree verified; no suite was run for this kind of work","evaluation":"structural","profile":"none","status":"accepted","submissionHash":"241e29b4e26d240238eee116c131283ec0906f3d37d2aea4879714acf072f2f3","verifiedTreeHash":"57a73edb733acde0ef01095c2b5bb5a9a3bb3cd3","verifierVersion":"0.1.0+b10502ca"}]}