{"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":"fc7f706f-9ece-457a-9f03-8065c130f1d1","kind":"skill:build-website","nodes":[{"acceptedSubmissionHash":"7d0567ad008e1efadf77cee68cfcd97b22e8d877365f03e48f2c3919cf60f570","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":"33cf56f9f4d6263e785de69724dba9785bb75de5f121b9660d3eb359261a0dac","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 FARM: HAMSTER WARS, a beautiful, fully playable 2D cartoon farming and defense browser game for Squeekchain Genesis. This must be a functional game, not a static website.\n\nART: Original colorful, rounded, cozy cartoon style inspired by the atmosphere of Farm Frens. Create a lush green farm, golden sunlight, wooden farmhouse, market stall, trees, flowers, detailed crops, smooth animations and polished mobile-game UI. Use original SVG/Canvas illustrations, NOT emojis, plain rectangles, generic cards or copied assets.\n\nCHARACTERS: All animals are hamsters. PIP is a cute, chubby golden farmer with pink cheeks and a straw hat. BRUTUS is a grumpy dark-brown bandit hamster with a red scarf and loot sack. Animate walking, planting, harvesting, sneaking and escaping.\n\nFARM: One interactive top-down farm with 4 starting plots, 2 locked expansion areas and 3 defense slots. PIP moves toward selected plots. Show GOLD, inventory and chain status. Buttons: Plant, Harvest, Market, Expand, Defense, Economy. Responsive desktop/mobile.\n\nCROPS: Six original illustrated crops, each with 3 growth stages. Format: crop / seconds / harvest quantity / GOLD per unit.\nSunflower 30/8/2; Carrot 45/10/3; Strawberry 60/10/4; Corn 90/12/5; Pumpkin 120/12/7; Grapes 150/12/9.\nSunflower and Carrot start unlocked. Unlock Strawberry for 100 GOLD, Corn 220, Pumpkin 450, Grapes 750. Planting is free. Select crop, click empty plot, wait, harvest into inventory. Prevent duplicate harvests.\n\nMARKET: Sell individual crops or all inventory for GOLD using quantity × crop price. Show icons, stock and prices. Prevent duplicate sales or negative balances.\n\nEXPANSION: Start with 4 plots. Pay 100 GOLD for 2 more, then 250 GOLD for another 2. Maximum 8. Expansion visibly unlocks playable farmland.\n\nTHEFT: After 90 seconds of active beginner protection, BRUTUS appears every 90–150 seconds if mature crops exist. Show warning and animate approach. He targets one ripe crop and attempts to steal up to 4 units. Players may harvest first. Deduct fruit ONLY when BRUTUS escapes successfully. If stopped, no crop loss. Stored inventory and GOLD are always safe. Never allow negative yields. No offline theft or PvP.\n\nDEFENSE: Three automatic weapons in fixed slots:\n1. Seed Slingshot, 60 GOLD: short-range seed projectiles.\n2. Hamster Guard Tower, 160 GOLD: medium-range automatic protection.\n3. Sunflower Cannon, 350 GOLD: longest-range soft seed cannon.\nPurchased defenses appear visibly and automatically repel bandits entering range. Use simple distance checks, cooldowns and attack animations. No manual aiming, ammunition or repairs.\n\nECONOMY: GOLD is virtual in-game currency minted through crop sales. All crop unlocks, land and weapons burn 80% of purchase cost; 20% goes to the game treasury. Track minted, burned, treasury, player balance and outstanding supply. Maintain: minted = player balance + treasury + burned. Use integer transactions; prevent invalid purchases. Show an Economy popup. Statistics are local-save data, not global blockchain supply. No real tokens, ERC-20, withdrawals or guaranteed deflation.\n\nSQUEEKCHAIN: Use authentic public data from https://docs.squeekchain.com/developers/api/ . Verify endpoints and fields. Display real hamster wheel status when available. Verified spinning activates a capped 10% crop growth-speed bonus called Squeek Sunshine. Avoid duplicate progress after refresh. If the API fails, is stale or blocked by CORS, display Offline and keep normal farming. Never fake live data. No wallet required.\n\nEXPERIENCE: Beautiful title screen with PLAY NOW. Include short onboarding, animated growth, harvest sparkles, GOLD feedback, funny bandit retreats and expansion celebrations. Make every button functional. Prioritize a cohesive illustrated game world.\n\nTECH: React, TypeScript, Vite and original SVG/Canvas or equivalent. Static IPFS-compatible build, no required backend. Save inventory, GOLD ledger, crop timestamps, unlocks, expansions and defenses in localStorage. Restore after refresh. Allow offline crop maturation but no offline theft or repeated rewards.\n\nTEST: Verify all 6 crops, selling, unlocks, GOLD burn accounting, both expansions, thief escape/interception, all 3 weapons, saving, mobile layout and API failure handling. Fix broken interactions and console errors.\n\nDELIVER: Working playable game, deployed URL if supported, full source code, original artwork, README and short Genesis submission description. Report incomplete features honestly.\n\nCRITICAL: Beautiful original cartoon art and fully working gameplay are essential. No fake buttons, placeholders, emoji farms or unfinished systems. Prioritize a polished small game over unnecessary complexity.\n\nTAGLINE: Grow. Harvest. Defend. Expand.","parentJobId":null,"planHash":"5377012a6998105eb759b3a56a2c95a76e7e28d0c5c1dcf434c58f6b99db7297","previousHash":"72189d63f2f1065a85a65b5fb0351df067ee4f1365e8b7a24015e870de7522f6","projectId":"fc7f706f-9ece-457a-9f03-8065c130f1d1","publication":{"commit":"8a1ad0f9dc3080241ab88d12683b22bfd68e2e23","deliveredAt":"2026-11-04T11:48:03.398Z","repoUrl":"https://github.com/identity-md-launches/launch-2967-build-squeek-farm-hamster"},"receiptIdentity":{"adapter":"0xde152afb7db5373f34876e1499fbd893a82dd336","chainId":1,"collection":"0x0000ec93127baa929e58e97dd0095a2bfb38ec1d","registry":"0x8004a169fb4a3325136eb29fa0ceb6d2e539a432"},"registry":"0xb6d0a187b050fa5bb0b87033a203f37becf4a775","research":[],"schema":"identitymd-work-v1","signals":[],"site":{"cid":"bafybeifw323g2dumxmcycf6q4szjmfjxgbal7qlg3uf74hr2knxnimzqci","ensName":"squeek-farm-hamster-wars.identitymd.eth","namingTransaction":"0x6b7fa9005b3d4e2a8499d1b7306d1e2973bdacc15172b53c5b7d6d3e109a7228"},"snapshotHash":"3dd5e44259aabcb7fa184c202908b0eb868eddb4563c6a849e485f6ea2b0da81","state":"completed","submissions":[{"artifacts":[],"attempt":1,"bundleHash":null,"device":"72b617d4b615473a","findings":[{"citation":"resolved","description":"Now: activeRef goes false whenever the game is paused or the Help dialog is open (src/App.tsx:115), so every 250 ms TICK has dt 0, and this line throws the bandit away. No retreat message or animation plays, the repelled count stays the same, and nextRaidAt was already pushed 90-150 s ahead when the raid spawned (src/game.ts:119), so that raid is simply skipped. Help even says 'This help pauses bandit activity.' (src/App.tsx:342), but it ends the raid instead.\nChange to: freeze the raid rather than clear it: `if (dt === 0) return s;` (restore() at src/game.ts:78 already drops a bandit on reload, so offline theft stays impossible). If a hidden tab should still end a raid, clear it only on the visibilitychange TICK, not while paused or in Help.\nWhy: the brief says 'Deduct fruit ONLY when BRUTUS escapes successfully. If stopped, no crop loss' and 'Players may harvest first'. The ways to stop him are harvesting and defenses. A free Pause button that deletes him makes the theft system optional.","line":113,"path":"src/game.ts","reproduction":"Any width (e.g. 390). Play now, plant a Sunflower, and keep playing until 90 s of active play have passed with the crop ripe. When the status strip reads 'Brutus is here! Harvest now or trust your defenses.', tap Pause, then Resume (or open ? Help and close it). Expected: Brutus is still on the farm and his raid carries on. Actual from the code path: while paused, the TICK at src/App.tsx:122 is sent with active=false, so dt = 0 at src/game.ts:110 and line 113 returns bandit: null. Brutus disappears with no retreat, plot.lost stays 0, game.repelled is unchanged, and the next raid is still 90-150 s away. The existing test suite covers only harvest and defense interception (test/game.test.ts:109-129), with no case for pause. Not replayed in a browser: the browser tool could not launch on this machine.","severity":"medium","snippet":"  if (dt === 0) return s.bandit ? { ...s, bandit: null } : s;","title":"bug: pressing Pause or opening Help during a raid deletes Brutus, so any theft can be cancelled for free"},{"citation":"resolved","description":"Now: under the art, the title screen shows a translucent strip reading 'Your own little hamster haven'. At 1440 a second line, 'A world of homegrown mischief', joins it. These lines sit on top of the ribbon 'Hamster Wars', the tagline 'Grow. Harvest. Defend. Expand.', 'A cozy farming & defense adventure.' and 'Free to play · no wallet needed'. Neither strip line says anything the tagline and sub-line don't.\nChange to: delete the .welcome-bottom element and its CSS (src/style.css:82-83, 433-434). Pip, Brutus and the crops then sit on the scene's bottom edge, about 56 px lower at 390, and the art reads as ground rather than a caption bar.\nWhy: the brief's tagline is 'Grow. Harvest. Defend. Expand.' The bar says to cut the stack, and adjective lines that repeat the hero are the first to go.","line":231,"path":"src/App.tsx","reproduction":"390 wide, first visit (title screen). The builder's own capture docs/images/title-mobile.png shows the strip 'Your own little hamster haven' at y≈745 CSS px, under Pip and over the bottom of the scene. At 1440 both spans render: the line 434 rule that hides the second span applies only in the phone media query.","severity":"low","snippet":"        <div className=\"welcome-bottom\"><span><Icon name=\"leaf\" size={18} /> Your own little hamster haven</span><span>A world of homegrown mischief</span></div>","title":"copy: the title-screen footer strip adds a filler slogan under the tagline"},{"citation":"resolved","description":"Now: after Play now, the line 'Grow. Harvest. Defend. Expand.' appears again under 'Pip’s little paradise'. The visitor has just read it on the title screen, and the farm status strip and Pip's note already give directions.\nChange to: delete the <span>Grow. Harvest. Defend. Expand.</span> from .farm-heading. The h1 then centres against the GOLD HUD, and the farm board moves up by about one 14 px line at 390.\nWhy: the same line shown twice in a row is repetition. The board, the game itself, should start as high on the phone screen as it can.","line":233,"path":"src/App.tsx","reproduction":"390 wide: Play now. In docs/images/farm-mobile.png the tagline sits at y≈117 CSS px between the heading and the farm board, which starts at y≈145. The title screen before it shows the same words (src/App.tsx:226).","severity":"low","snippet":"        <div className=\"farm-heading\"><div><h1>Pip’s little paradise</h1><span>Grow. Harvest. Defend. Expand.</span></div>","title":"copy: the play screen repeats the tagline under the farm heading and pushes the farm down"},{"citation":"resolved","description":"Now: the logo at the top left, shown on every screen, reads 'Squeek farm' with a lower-case f. The title art, the page title, og:title and the brief all say 'Squeek Farm' (brief: 'SQUEEK FARM: HAMSTER WARS').\nChange to: <span className=\"brand-farm\">Farm</span>, so the wordmark reads 'Squeek Farm'. Keep the two-colour treatment.\nWhy: the brief gives the name, and it should be cased the same way everywhere it appears.","line":208,"path":"src/App.tsx","reproduction":"390 or 1440, any screen: the header logo in docs/images/title-mobile.png and docs/images/farm-mobile.png reads 'Squeek farm', while the title SVG (src/App.tsx:224) and dist/index.html <title> read 'Squeek Farm'.","severity":"low","snippet":"      <a href=\"#farm\" className=\"brand\" aria-label=\"Squeek Farm home\"><span className=\"brand-mark\"><Icon name=\"seed\" size={31} /></span><span>Squeek<span className=\"brand-farm\">farm</span></span></a>","title":"fidelity: the header wordmark writes the game's name as 'Squeek farm', unlike every other place"}],"hash":"33cf56f9f4d6263e785de69724dba9785bb75de5f121b9660d3eb359261a0dac","nodeId":"5c8ebe6a-35c8-4bea-bd5a-2262f0c85933","outcome":"completed","summary":"I couldn't run the taste probe or open the game in any browser on this machine, so this review is built from the source and the builder's own screenshots. Bash failed every time with \"Sandbox is required but failed to initialize\", and the browser tool's Chromium crashed at launch with \"Socket path too long\". I found four issues: one medium bug and three low ones. Nothing is high, so none of them needs to reopen the build.\n\n| Area | Count |\n| --- | --- |\n| Brief requirements | 36: 35 met, 0 missing, 0 faked, 1 after review |\n| Broken features | 1 (Pause or Help cancels a raid) |\n| Product on first screen at 390 | Yes (title art and Play now; brief asks for a title screen with PLAY NOW) |\n| taste@1 checks passed | Not run. The builder's `docs/validation.md:47` claims 16/16; I could not confirm it |\n| Copy findings | 2, plus 1 fidelity finding about the name's casing |\n| Share card | Present: title, favicon, og:title, og:image `./share.png`, description (`dist/index.html:7-15`) |\n\n**Requirements, one line each**\n- Fully playable game, not a static site: met (reducer in `src/game.ts:172`, UI in `src/App.tsx`)\n- Original SVG cartoon art, no emojis or plain rectangles: met (`src/art.tsx`; the only text glyph is a ✦ sparkle)\n- Pip, golden with pink cheeks and a straw hat: met (`Hamster`, `docs/images/title-mobile.png`)\n- Brutus, dark brown with a red scarf and loot sack: met (`Hamster kind=\"brutus\"`)\n- Walking, planting, harvesting, sneaking and escaping are animated: met (`src/style.css:281-285`, bandit `phase-*`)\n- 4 plots, 2 locked expansion areas, 3 defense slots: met (`src/App.tsx:242-258`)\n- Pip walks to the selected plot: met (`movePip`, `src/App.tsx:160`)\n- GOLD, inventory and chain status on screen: met (`.wallet-hud`, `.basket-summary`, `.chain-button`)\n- Plant, Harvest, Market, Expand, Defense and Economy buttons all work: met (`src/App.tsx:271-282`)\n- Responsive on desktop and mobile: met, judged from the builder's 390 and desktop screenshots only\n- Six crops with the exact seconds, quantities and prices: met (`src/game.ts:4-11`)\n- Three growth stages per crop: met (`src/App.tsx:245`)\n- Sunflower and Carrot unlocked at start; others cost 100, 220, 450 and 750: met\n- Free planting, and no duplicate harvests: met (`harvest` clears the plot)\n- Market sells one crop or everything, shows icons, stock and prices, and blocks duplicate or negative sales: met (`SELL`, `src/App.tsx:312-317`)\n- Expansion for 100 then 250, maximum 8, visibly unlocked: met (`EXPAND`, `.locked-area`)\n- 90 s beginner protection, then a raid every 90–150 s if crops are ripe: met (`src/game.ts:114-119`)\n- Warning, then an animated approach: met\n- Steals up to 4, harvesting first saves the crop, fruit is lost only if he escapes: met, but Pause cancels raids (finding 1)\n- Basket and GOLD always safe, no negative yields, no offline theft, no PvP: met (`restore` clears any bandit)\n- Three weapons at 60, 160 and 350 GOLD with short, medium and long range: met (`src/game.ts:16-20`)\n- Weapons show on the farm and fire on their own using distance and cooldown, no ammo: met\n- Purchases burn 80% and send 20% to the treasury, in whole numbers, and minted always equals balance plus treasury plus burned: met (`purchase`, `validGame`)\n- Economy popup with the local-save disclaimer: met (`src/App.tsx:332-337`)\n- Real Squeekchain API with its fields checked: met. I checked the docs today: endpoint `/v1/status`, `freshness`, `provenance`, `coreStatus`, `rpmMilli`, `oracle.state`, CORS allowed\n- Squeek Sunshine is a capped 10% bonus and doesn't repeat after a refresh: met (`src/game.ts:111`; on restore the bonus is 0)\n- Shows Offline when the API fails, is stale or is blocked: met (`src/chain.ts:17-31`)\n- Title screen with PLAY NOW: met\n- Onboarding, sparkles, GOLD feedback, retreat lines, celebration confetti: met\n- React, TypeScript and Vite as a static build that works on IPFS: met (`dist/` uses relative `./assets`)\n- Progress saved in localStorage and restored after re","treeHash":null,"usage":{"cachedInputTokens":781203,"inputTokens":28,"model":"claude-opus-5-5","outputTokens":18985,"runtime":"claude","turns":22,"wallClockMs":217039}},{"artifacts":[],"attempt":1,"bundleHash":"8a3688ab736d6b5d1e3393f4e3cfab503c0c6de80632b9f52f72caa7b522a912","device":"79606c6a6e3585fb","findings":[],"hash":"7d0567ad008e1efadf77cee68cfcd97b22e8d877365f03e48f2c3919cf60f570","nodeId":"48bed645-cfdf-4dce-ae47-0199619843b2","outcome":"completed","summary":"Built the playable game with original artwork, all farming and defense systems, saves, and Squeekchain integration.\n\n- [Static export](./dist/index.html)\n- [README](./README.md)\n- [Validation report](./docs/validation.md)\n\nPassed build/typecheck, 27 engine tests, 13 browser scenarios, and 16/16 design checks. Submission: 2.29 MB.\n\nPublic URL awaits network hosting. Safari and physical-device testing remain unverified.\n\nNot delivered: artifacts/genesis-submission.md, artifacts/validation.md. Under artifacts/, only this step's named outputs leave the machine.","treeHash":"52bf2ab40ae52a5629f9b339cfd86322ecb20524","usage":{"cachedInputTokens":6881024,"inputTokens":112497,"model":"gpt-6.1-sol","outputTokens":119715,"runtime":"codex","turns":11,"wallClockMs":2994646}}],"verification":[{"checks":[],"detail":"paths and tree verified; no suite was run for this kind of work","evaluation":"structural","profile":"none","status":"accepted","submissionHash":"7d0567ad008e1efadf77cee68cfcd97b22e8d877365f03e48f2c3919cf60f570","verifiedTreeHash":"52bf2ab40ae52a5629f9b339cfd86322ecb20524","verifierVersion":"0.1.0+df310a90"}]}