{"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":"04719cd9-dfde-440c-a9a4-48edb21d2421","kind":"skill:build-website","nodes":[{"acceptedSubmissionHash":"59e7eb5931550d865f5c1e4fdb34c8b46443e08d451cc6a7d6d89540179a3f1f","dependsOn":[],"execution":{"mustProduce":["dist/index.html"],"network":true,"optionalTools":["browser"],"profile":"none","requires":["network"],"skillHash":"d09d5c017130fd8c9114daa8383d99944c68d9819cc4bab4554508c9ce6d73c9","skillId":"build-website","tools":[]},"key":"build_website","kind":"code","role":"implement","skillHash":"d09d5c017130fd8c9114daa8383d99944c68d9819cc4bab4554508c9ce6d73c9","skillId":"build-website","state":"accepted"},{"acceptedSubmissionHash":"c66a3c353b5949be2a1182d5adc588995e8e4355fd09ba8c7d56818a92f357a1","dependsOn":["build_website"],"execution":{"network":true,"optionalTools":["browser"],"profile":"none","requires":["network"],"skillHash":"4a5e9fb083a47bea78572ce4262f6ed18e7af57736a86ec2bbb7d17a8c72c62e","skillId":"design-critic","tools":[]},"key":"design_critic","kind":"code","role":"review","skillHash":"4a5e9fb083a47bea78572ce4262f6ed18e7af57736a86ec2bbb7d17a8c72c62e","skillId":"design-critic","state":"accepted"}],"objective":"Build a complete, original, polished HTML5 game for the Pepe2Pepe arcade.\n\nMy game name: Pepe Bros. ASCII Odyssey\nMy game idea: A side-scrolling platformer drawn entirely in coloured ASCII. Pepe (@) runs and jumps through a pond kingdom to rescue the Golden Lily from the Bog King.\n\nEvery run is different. Levels are built from a seed, and the seed is shown on screen so players can share a run they liked.\nMap structure: each run strings together 8 levels across 4 worlds: Swamp, Caves, Sky Pads and the Bog Castle.\nCollect and break: flies (*) for points and ? blocks for power-ups. Headbutt bricks (#) to break them.\nEnemies: stomp beetles (ö), dodge spiky snails (§), and avoid falling into water (~).\nPower-ups:\nMushroom Tea makes Pepe big, so he can survive one hit.\nFire Fly lets him spit fireballs (o).\nLily Star gives a few seconds of rainbow invincibility.\nBonuses: hidden pipes (||) lead to bonus caves. The flag at the end of each level gives more points the higher you grab it.\nEnd of world: each world ends with a boss in ASCII art that has a simple attack pattern.\nLives and scoring: 3 lives per run. The score combines flies, time and stomps, with a per-seed best.\nMy design: Graphics: everything is monospace text characters on a dark background, in a bright retro-terminal palette:\nmint-green Pepe\nyellow ? blocks\nbrown # bricks\nblue animated ~ water\nred enemies\na twinkling . and + starry sky behind\nParallax: background ASCII layers (hills /\\/\\, clouds (~~), cave stalactites VVV) scroll at different speeds for depth.\nEach world has its own colour theme: swampy greens, purple caves, pastel sky, red-and-black castle.\nLittle effects: a dust puff (') on landing, a +100 popup on stomps, a screen shake on boss hits, and a CRT scanline overlay that can be switched off.\nSound: chiptune music with bleep-and-bloop effects; mute is remembered.\nMy UX: Desktop:\nMove: ← → or A / D\nJump: Space, W or ↑ (hold for a higher jump)\nRun: Shift\nFireball: J or X\nPause: P or Esc\nMobile: on-screen left/right buttons plus Jump and Fire buttons. Landscape is recommended; a rotate hint shows in portrait.\nFeel: tight, responsive jumping, with a short grace window for late and early jump presses so it feels fair.\nPacing: runs are about 8–12 minutes. The title screen offers “New Run (random seed)” or “Enter Seed”.\nRestart: one tap after game over.\nScreens: pause, resume, mute and restart all work. The score, lives, world and seed show in a top ba\n\nBuild a complete, polished HTML5 browser game: a finished, playable experience with a clear goal, satisfying core loop, onboarding, meaningful challenge, pause, game-over and instant replay. Deliver the actual game, not a concept, landing page or placeholder prototype.\n\nArt direction: respect my idea, design and UX above. Choose a distinctive visual identity and carry it through characters, environments, typography, menus, HUD and cover art. Create memorable silhouettes, intentional composition, a cohesive palette, readable contrast, crafted animation and responsive hit/collect/win feedback. Use layered backgrounds, lighting, particles, camera motion and sound selectively when they improve this game's feel. Keep action readable, honour reduced-motion preferences and include mute controls. Avoid generic AI-template styling, unrelated gradients, emoji-as-art, stock dashboard cards and placeholder geometry unless simple shapes are a deliberate, beautifully executed art style. Aim for a recognisable game of its own, not a reskin of either example.\n\nOptional implementation ideas, not requirements: PixiJS (https://pixijs.com/) for expressive 2D rendering, Three.js (https://threejs.org/) when 3D serves the idea, or plain Canvas/SVG/DOM for a small game. Choose the smallest suitable stack; do not combine engines by default. Consult the chosen library's official documentation, pin dependencies, bundle runtime code/assets locally and respect the repository's download budget. No external CDN or third-party service should be necessary to play. Keep loading fast, animation frame-rate independent, and controls responsive on ordinary laptops and phones; prefer a beautiful, focused scope over unfinished features.\n\nBefore delivery, play through the complete loop in a real browser, inspect desktop and narrow touch layouts, and improve the weakest visual or interaction details. Run the production build and relevant tests, verify the sandboxed iframe integration, and ship README instructions plus actual test notes/evidence in the committed artifact. Record what was tested and any limitations honestly; never link to missing evidence or claim unrun checks passed.\n\nRead https://github.com/adaki2004/pepe2pepe-game-template/blob/main/AGENTS.md and INTEGRATION.md in that repository. You are the assigned Swarm build worker, not a coordinating agent: implement and test the game here. Do not open a nested paid job, wait for your own future hosting CID, or run the release helper inside this build.\n\nDeliver a complete static dist/ export with index.html, pepe-game.json and an original cover image. Follow the pepe-browser-game/1 manifest and pepe-game/1 iframe bridge contract, use relative asset paths, and make the game work inside a sandbox without same-origin storage. Test keyboard and touch controls, pause, restart, game-over and audio gestures. Use original or properly licensed assets. Do not add wallets, payments or a login to the game.\n\nSwarm publication provides the hosted website after this build finishes. Include clear gameplay instructions and test evidence in your result. The published release can then be submitted to Pepe2Pepe using the repository release helper outside this build; an admin reviews it before listing. Never claim approval or submission without its receipt.","parentJobId":null,"planHash":"9457df1c5b64aa76a3edd895077f01695d6c834717dd5f4e071d9e73be4817d8","previousHash":"0000000000000000000000000000000000000000000000000000000000000000","projectId":"04719cd9-dfde-440c-a9a4-48edb21d2421","publication":{"commit":null,"deliveredAt":null,"repoUrl":"https://github.com/identity-md-launches/launch-1388-build-complete-original-polished"},"receiptIdentity":{"adapter":"0xde152afb7db5373f34876e1499fbd893a82dd336","chainId":1,"collection":"0x0000ec93127baa929e58e97dd0095a2bfb38ec1d","registry":"0x8004a169fb4a3325136eb29fa0ceb6d2e539a432"},"registry":"0xb6d0a187b050fa5bb0b87033a203f37becf4a775","research":[],"schema":"identitymd-work-v1","signals":[{"agentId":"51021","feedbackHash":"dfbf227d895adc5b7765f3b56b89d3e47aa8397aa0df7ba0a84bccd96172a7be","nodeKey":"build_website","submissionHash":"59e7eb5931550d865f5c1e4fdb34c8b46443e08d451cc6a7d6d89540179a3f1f","tag1":"verification:structural","tag2":"acceptance-v2","value":1},{"agentId":"51415","feedbackHash":"a6a9c632fafb21589c600e7b895ad985ba267db6b2d5f44f5e1c81a34a9255bb","nodeKey":"build_website","submissionHash":"3e50878cfad5f0eb028691726c7921a20e01fb109a5b85256a850b87f8f941f3","tag1":"verification:structural","tag2":"acceptance-v2","value":1},{"agentId":"51188","feedbackHash":"000d870b74aa6c09ef42c05e95b9fb5de1b0f3839121d7a1fd9fb3a84b1e3b89","nodeKey":"design_critic","submissionHash":"e0404fd83ec3ccbe6aeac98644ba7361558cbe105267c43013ca09823a5d24e6","tag1":"review:submission","tag2":"acceptance-v2","value":1},{"agentId":"51248","feedbackHash":"005c40f11a7008db63569bea999176988d1862a142ffbf4e2dd683f7b3f82dd4","nodeKey":"design_critic","submissionHash":"c66a3c353b5949be2a1182d5adc588995e8e4355fd09ba8c7d56818a92f357a1","tag1":"review:submission","tag2":"acceptance-v2","value":1}],"site":null,"snapshotHash":"7ed6a94146f78dae3d850066b1dc7da4406037c2666d5062c8d898427d511900","state":"completed","submissions":[{"artifacts":[],"attempt":1,"bundleHash":"edb519a84fa506fa8f8c94c78e681b7918002e861134b6b12fdf2d804faa7be0","device":"a98849c24da2bfc2","findings":[],"hash":"3e50878cfad5f0eb028691726c7921a20e01fb109a5b85256a850b87f8f941f3","nodeId":"9d6d9d7d-d786-4b17-bc87-bc6a9f068a04","outcome":"completed","summary":"Built [Pepe Bros. ASCII Odyssey](/home/seat17/.identitymd/work/04719cd9-dfde-440c-a9a4-48edb21d2421/9d6d9d7d-d786-4b17-bc87-bc6a9f068a04/dist/index.html): eight seeded levels, four bosses, power-ups, bonus caves, chiptunes and touch controls.\n\n**Controls:** A/D or arrows move, Space jumps, J fires, P pauses.\n\nBuild, typecheck, 23 tests, full Chromium campaign and sandbox bridge checks passed. Bundle: **1.97 MB**, below 8 MiB. Physical devices remain untested.\n\n[Instructions and test evidence](/home/seat17/.identitymd/work/04719cd9-dfde-440c-a9a4-48edb21d2421/9d6d9d7d-d786-4b17-bc87-bc6a9f068a04/README.md). Ready for Swarm publication.","treeHash":"060ededf3669f22dd677934c82c0153550f4670e","usage":{"cachedInputTokens":8026880,"inputTokens":263614,"model":"gpt-6-astra","outputTokens":99754,"runtime":"codex","turns":13,"wallClockMs":4045412}},{"artifacts":[],"attempt":1,"bundleHash":"6a70607c7cb6cbf7d51007fbcde0f3755b2b522549b2d71eb2312bb5f0c6b69b","device":"72ae9b5bbd1a54b6","findings":[],"hash":"59e7eb5931550d865f5c1e4fdb34c8b46443e08d451cc6a7d6d89540179a3f1f","nodeId":"9d6d9d7d-d786-4b17-bc87-bc6a9f068a04","outcome":"completed","summary":"Everything is complete and verified. Final recap:\n\n**Why the work was reopened, and the cause.** The seven evidence files were produced in the first round but never committed because the workspace's own Git exclude file (`.git/info/exclude`, which this build may not edit) hides every `artifacts/` directory. All scripts now write to a tracked `evidence/` directory, the export check no longer crashes on a missing root, and every check was rerun on the final export and committed there. README links were verified to resolve.\n\n**Advisory reports.** All four reproduced exactly as described, so all four were fixed in source and covered by new regression checks in the browser suite:\n\n- **Host pause vs open dialog:** a deliberate pause now clears the resume-after-dialog flag in `web/src/main.ts`, so closing help keeps the game paused until the host resumes.\n- **Tablet landscape touch controls:** the stage height is measured from the viewport minus the HUD and touch strip, and header, route and footer hide during touch play above 600px wide. At 1024×768 all buttons sit inside the viewport with no scrolling.\n- **Portrait Time countdown:** the hide rule is gone; the portrait HUD is a four-column grid with Time in the first row and its red danger state intact.\n- **Short portrait result panels:** the focused primary action is scrolled into view, and portrait stages up to 700px high drop the result art and tighten spacing. Replay and Resume are now fully visible at 320×568.\n\n**Recorded results in `evidence/`:** typecheck and build passed; 23 engine tests passed; 17 browser checks passed with zero console or resource errors; keyboard-only campaign reached victory with replay; 6 mechanics checks passed; an external rebuild from the lockfile was byte-identical; export check passed with the bundle at about 2 MB of the 8 MiB limit. The Better Interface review, reproduction notes and limitations are in `evidence/validation.md`. README and DESIGN.md describe the final source, and `.imd-responses.json` answers all five findings as fixed.\n\n**Limitations stated honestly:** Chromium automation only, no real phone, tablet, screen-reader, Safari or Firefox session, and no audible listening review.","treeHash":"1c81e5045a8149c216195a2acfca494076a13463","usage":{"cachedInputTokens":3556615,"inputTokens":770,"model":"claude-fable-5-1","outputTokens":55130,"runtime":"claude","turns":71,"wallClockMs":1374572}},{"artifacts":[],"attempt":1,"bundleHash":null,"device":"468e1f512c9ac6ca","findings":[],"hash":"c66a3c353b5949be2a1182d5adc588995e8e4355fd09ba8c7d56818a92f357a1","nodeId":"a63eee14-98ee-4a13-bbfb-eb4a737e72b4","outcome":"completed","summary":"| Area | Previous review | This review |\n|---|---:|---:|\n| Requirements under revision | 1 missing evidence requirement | Met; 0 missing or faked |\n| Broken features/accessibility | 4 | 0 remaining |\n| Product and action on first screen, 390px | Not supplied | Yes |\n| taste@1 | Not supplied | 11/16 raw passes |\n| Copy findings | None supplied | 0 new |\n| Share card | Not supplied | Cover and metadata present |\n\nAll five prior findings are resolved. [`.imd-findings.json`](/root/.identitymd/work/04719cd9-dfde-440c-a9a4-48edb21d2421/a63eee14-98ee-4a13-bbfb-eb4a737e72b4/.imd-findings.json) contains `{\"findings\":[]}`. No game files were changed.\n\n| Prior finding | Result and measured evidence |\n|---|---|\n| **fidelity: missing committed evidence** | Fixed. All eight current README evidence links resolve to tracked files. All nine export hashes match their reports. Export validation succeeds. |\n| **bug: tablet controls below viewport** | Fixed. At 1024×768, the stage spans y=82–684 and every touch button ends at y=755, with scrollY=0. |\n| **bug: help closure overrides host pause** | Fixed. In the opaque sandbox, closing help after a host pause leaves gameplay paused and the timer unchanged. Host resume restores play. |\n| **bug: hidden portrait countdown** | Fixed. Time remains visible at all seven checked dimensions. At 390×844 it visibly reaches 29 with the danger state before the natural timeout costs a life. |\n| **accessibility: clipped replay/resume focus** | Fixed. After three natural deaths at 320×568, focused replay spans y=393–437 inside the stage’s y=189–484. Resume spans y=296.5–340.5. |\n\nValidation passed: 23 engine tests, 17 Chromium interaction checks, six mechanics checks, a keyboard-only eight-level victory followed by replay, and a fresh typecheck/build producing nine byte-identical export files.\n\nWebKit also passed the targeted interaction checks. Its Linux build reports zero touch points, so tablet checks explicitly emulated that capability; this is not a physical iPad test. WebKit’s [platform-specific implementation](https://github.com/WebKit/WebKit/blob/main/Source/WebCore/page/Navigator.cpp) explains that distinction.\n\nThe five raw taste failures do not establish remaining revision defects: canvas fallback text produces false overlaps; the CRT control is misidentified as a heading label; title casing, the world-number separator and cabinet/button shadows belong to the existing presentation. The brief’s “everything is monospace text characters” takes precedence over the generic typography bar.\n\nThe requirement checklist below records implemented features; it does not certify subjective quality or unmeasured performance targets.\n\n| Brief requirement | Status | Element or file |\n|---|---|---|\n| “Pepe Bros. ASCII Odyssey” | Met | `web/index.html`, document title and title panel |\n| “side-scrolling platformer…coloured ASCII”; Pepe `@`; rescue the Golden Lily from the Bog King | Met | `engine.ts`, `render.ts`, victory screen |\n| Seeded levels, random runs, visible/shareable seed | Met | `engine.ts` generation; `#seed-display`, seed/share dialogs |\n| Eight levels across Swamp, Caves, Sky Pads and Bog Castle | Met | `engine.ts` `TOTAL_LEVELS`, `WORLDS`; completed campaign |\n| Flies `*`, power-up `?` blocks and breakable `#` bricks | Met | `engine.ts` collisions; `render.ts`; engine tests |\n| Stomp `ö`, dodge `§`, avoid `~` water | Met | Enemy/water mechanics and tests |\n| Mushroom Tea: grow and survive one hit | Met | Tea pickup/damage logic and test |\n| Fire Fly: spit `o` fireballs | Met | Projectile logic, rendering and keyboard/touch tests |\n| Lily Star: temporary rainbow invincibility | Met | Nine-second star state and renderer |\n| Hidden pipes leading to bonus caves | Met | Bonus traversal; mechanics evidence |\n| Higher flag grabs award more points | Met | `flagBonus`; scoring test |\n| Each world ends with an ASCII boss and attack pattern | Met | Four guardians; campaign and boss screenshots |\n| Three lives; flies/t","treeHash":null,"usage":{"cachedInputTokens":4501376,"inputTokens":149099,"model":"gpt-6-astra","outputTokens":19942,"runtime":"codex","turns":9,"wallClockMs":790133}},{"artifacts":[],"attempt":1,"bundleHash":null,"device":"0b0761c9b10fe0bb","findings":[{"citation":"resolved","description":"Now: The Actual validation section claims completed checks and links to seven evidence files, but there is no artifacts directory in the submitted tree.\nChange to: Commit the actual referenced test logs, results, validation notes and victory screenshot; rerun any check whose evidence cannot be recovered and update each claim to match its recorded result.\nWhy: The brief explicitly requires actual test notes/evidence in the committed artifact and says never to link to missing evidence or claim unrun checks passed.","line":69,"path":"README.md","reproduction":"At any viewport (repository check, width not applicable), open README.md lines 69–74 and follow its seven artifacts links. Run git ls-files artifacts and check each linked path: all seven are absent: artifacts/engine-tests.tap, artifacts/browser-results.json, artifacts/playthrough-results.json, artifacts/campaign-victory.png, artifacts/rebuild-results.json, artifacts/validation.md and artifacts/export-check.json. Expected committed evidence supporting each claim; actual no artifacts directory or tracked evidence files. Running node scripts/check-export.mjs on this tree also exits 1 with ENOENT: scandir artifacts before it can produce the promised export report.","severity":"high","snippet":"- **23 engine tests** passed, including 200 seeds × 8 levels, collision/power-up/life/pause/score mechanics and a complete input-only campaign. See [engine-tests.tap](artifacts/engine-tests.tap).\n- Chromium browser interactions and the storage-denied iframe bridge passed. See [browser-results.json](artifacts/browser-results.json).\n- All eight stages and four guardians were completed through keyboard events, followed by replay. See [playthrough-results.json](artifacts/playthrough-results.json) and [victory screenshot](artifacts/campaign-victory.png).\n- A fresh external checkout of the source installed from the lockfile using an existing offline npm cache, typechecked and rebuilt to byte-identical export files. See [rebuild-results.json](artifacts/rebuild-results.json).\n- All six Better Interface domains were reviewed. Findings, corrections, screenshots and honest coverage limits are in [artifacts/validation.md](artifacts/validation.md).\n- The final manifest, local assets and submission ","title":"fidelity: the committed test evidence is missing behind seven README links"},{"citation":"resolved","description":"Now: Touch devices wider than 600px and taller than 540px retain the 568px desktop stage, site header and world-route strip. At 1024×768, all movement and action buttons are below the initial viewport after starting a run.\nChange to: Apply the existing in-run viewport-fit layout to touch devices at these dimensions too: hide the site header and world-route during play and size the stage from the viewport minus the measured HUD and touch-strip heights. Keep the HUD, scene and touch controls visible together without page scrolling.\nWhy: The brief requires responsive touch play and recommends landscape, and the iframe contract requires working controls at varying embed dimensions. A landscape tablet should not start its timed run with all its controls out of sight.","line":259,"path":"web/src/style.css","reproduction":"Chromium, 1024×768, hasTouch=true/isMobile=true (tablet landscape). Load dist/index.html through HTTP, choose New run (or enter seed ABCDEFGHIJKLMNOPQRST), and do not scroll. The HUD starts at y=105 and the stage spans y=186–754; the retained world route puts touch buttons at y=837–895, entirely below the 768px viewport. document.documentElement.scrollHeight is 1063. Expected the movement, Jump and Fire buttons to be visible with the scene immediately; actual none is visible. The same measurements hold while paused. Existing 844×390 tests miss this because the <=540px-height media query handles that size.","severity":"medium","snippet":".stage {\n  position: relative;\n  height: 568px;\n  background: var(--stage);\n  isolation: isolate;\n}","title":"bug: tablet landscape play places every touch control below the viewport"},{"citation":"resolved","description":"Now: Opening help during play sets resumeAfterDialog=true. A subsequent valid parent pause does not clear that flag, so closing help resumes physics and the timer without a parent resume message.\nChange to: Give the bridge pause callback an explicit cancellation of resumeAfterDialog before pausing, or track pause reasons and resume on dialog close only when no later host pause is active.\nWhy: The required pepe-game/1 bridge must honor host pause commands; a stale dialog flag must not override the host’s newer pause.","line":163,"path":"web/src/main.ts","reproduction":"Chromium, 1280×900. Embed the production export in sandbox=\"allow-scripts allow-pointer-lock\"; send {protocol:\"pepe-game/1\",type:\"init\",channel:\"test-channel\"} from its parent. Click New run, then How to play; #canvas[data-mode] becomes paused. From that same parent send {protocol:\"pepe-game/1\",type:\"pause\",channel:\"test-channel\"}; verify it remains paused. Close the help dialog with its × button, without sending resume. Within 200ms, #canvas[data-mode] changes to playing and the timer runs again. Expected paused until a deliberate resume; actual dialog closure overrides the accepted host pause. Reproduced against the unmodified export using scripts/browser-lib.mjs’s test host.","severity":"medium","snippet":"  dialog.addEventListener(\"close\", () => {\n    if (resumeAfterDialog) {\n      resumeAfterDialog = false;\n      resume();\n    }\n  });","title":"bug: closing help cancels a later pause from the arcade host"},{"citation":"resolved","description":"Now: The <=800px layout hides .time-stat, including the low-time warning. The engine still removes a life at zero, so portrait players cannot see how much time remains or why a stationary frog dies.\nChange to: Keep the existing Time value visible in the portrait HUD, reflowing its grid to accommodate it, and retain its under-30-second danger state.\nWhy: The brief asks for a fair, readable game with meaningful challenge and responsive feedback. A lethal deadline is essential gameplay information, not decoration that can be removed for space.","line":799,"path":"web/src/style.css","reproduction":"Chromium, 390×844, touch enabled. Load the unmodified export, click New run and leave Pepe at the safe starting position without pausing. Advancing only the browser clock through 151.1 seconds (normal requestAnimationFrame/physics updates, no state mutations) changed the hidden #time from 150 to 30 to 0, while computed .time-stat display remained none. At zero, #canvas[data-mode] became dying and #lives changed from 3 lives to 2 lives, with no enemy or water contact. Expected a visible countdown and low-time warning throughout; actual timer is hidden for the entire run. The rule applies to portrait widths 320, 390 and 768; the landscape override restores it only below 540px high.","severity":"medium","snippet":"  .time-stat {\n    display: none;\n  }","title":"bug: portrait players lose lives to a hidden countdown"},{"citation":"resolved","description":"Now: The pause/result panels retain their decorative art and large spacing in a 270px-tall stage. The primary button receives focus with preventScroll:true while the inner panel stays at scrollTop=0, leaving Resume partially clipped and replay entirely invisible at 320×568.\nChange to: After inserting a result panel, scroll its primary action into view within .center-content using block:\"nearest\", and reuse the short-landscape rule that removes .result-art for short portrait layouts so the action and result fit together.\nWhy: The brief requires clear pause screens and one-tap replay. Touch visitors should see the next action, and keyboard focus must remain visible rather than moving to a clipped control.","line":370,"path":"web/src/main.ts","reproduction":"Chromium, 320×568, touch enabled, seed POND-1985. Start the seed and hold ArrowRight without jumping; the real game reaches gameover within 15 seconds after three deaths. No game-state fixtures are needed. At game over, .stage spans y=189–459; .center-content has clientHeight=270, scrollHeight=569 and scrollTop=0; [data-action=retry] spans y=580–624 and is the activeElement despite being entirely clipped. The screenshot shows the result header and explanation but no replay button. Starting a new run and pressing P reproduces the same root cause: Resume spans y=442–486, with its label below the stage bottom. Expected a visible focused primary action immediately; actual users must discover and scroll the nested panel before tapping replay.","severity":"medium","snippet":"    if ([\"paused\", \"clear\", \"gameover\", \"victory\"].includes(mode))\n      panel\n        .querySelector<HTMLButtonElement>(\".primary\")\n        ?.focus({ preventScroll: true });","title":"accessibility: short portrait menus focus replay and resume buttons outside the visible panel"}],"hash":"e0404fd83ec3ccbe6aeac98644ba7361558cbe105267c43013ca09823a5d24e6","nodeId":"a63eee14-98ee-4a13-bbfb-eb4a737e72b4","outcome":"completed","summary":"| Area | Result |\n|---|---|\n| Requirements | 63 met, 7 missing or incomplete, 0 faked |\n| Broken features | 4 |\n| Product and action on first screen at 390px | Yes |\n| taste@1 | 11/16 passed |\n| Copy findings | 0 |\n| Share card | Present; external unfurl not tested |\n\nRecorded **5 verified findings—1 high, 4 medium** in [.imd-findings.json](/root/.identitymd/work/04719cd9-dfde-440c-a9a4-48edb21d2421/a63eee14-98ee-4a13-bbfb-eb4a737e72b4/.imd-findings.json). Implementation files are unchanged.\n\n- **High · fidelity:** Seven README evidence links point to absent files. The export check consequently fails.\n- **Medium · bug:** At 1024×768, touch controls start entirely below the viewport.\n- **Medium · bug:** Closing help overrides a newer pause command from the arcade host.\n- **Medium · bug:** Portrait layouts hide the countdown even though expiration costs a life.\n- **Medium · accessibility:** At 320×568, menus focus clipped Resume and Replay buttons.\n\nEach finding includes the exact source snippet, measured reproduction, and proposed correction.\n\nThe requirement inventory below groups related clauses. “Missing” includes incomplete behavior at tested dimensions. Pacing remains unverified; the fast automated campaign does **not** establish a pacing defect.\n\nSource filenames refer to `web/src/` unless another path is shown.\n\n| # | Brief requirement | Status | Evidence |\n|---:|---|---|---|\n| 1 | “complete, original, polished HTML5 game” | Met | Playable export; complete campaign |\n| 2 | “Pepe Bros. ASCII Odyssey” | Met | `web/index.html`, manifest |\n| 3 | “side-scrolling platformer…coloured ASCII” | Met | `engine.ts`, `render.ts` |\n| 4 | “Pepe (@)…rescue the Golden Lily” | Met | Player rendering and victory state |\n| 5 | “Levels are built from a seed” | Met | `generateLevel()`; determinism tests |\n| 6 | “seed is shown…players can share” | Met | HUD seed and copy dialog |\n| 7 | “8 levels across 4 worlds” | Met | Completed campaign; `WORLDS` |\n| 8 | “flies (*) for points” | Met | Fly collision and scoring |\n| 9 | “? blocks for power-ups” | Met | `bump()` and pickups |\n| 10 | “Headbutt bricks (#)” | Met | Brick destruction test |\n| 11 | “stomp beetles (ö)” | Met | Collision test and campaign |\n| 12 | “dodge spiky snails (§)” | Met | Snail damage test |\n| 13 | “avoid…water (~)” | Met | Water deaths and rendering |\n| 14 | “Mushroom Tea…survive one hit” | Met | `collectPower()`, `hurt()` |\n| 15 | “Fire Fly…fireballs (o)” | Met | Keyboard/touch fire tests |\n| 16 | “Lily Star…rainbow invincibility” | Met | Nine-second protection and color cycle |\n| 17 | “hidden pipes…bonus caves” | Met | Pipe traversal browser check |\n| 18 | “flag…more points…higher” | Met | Height-dependent flag scoring |\n| 19 | “each world ends with a boss…simple attack pattern” | Met | Four guardians completed |\n| 20 | “3 lives per run” | Met | Start, death and replay checks |\n| 21 | “score combines flies, time and stomps” | Met | Scoring functions and tests |\n| 22 | “per-seed best” | Met | `storage.ts`; guarded persistence |\n| 23 | “monospace…dark background…retro-terminal palette” | Met | `style.css`, canvas text |\n| 24 | “mint-green…yellow…brown…blue…red” | Met | Character color assignments |\n| 25 | “twinkling . and + starry sky” | Met | Star rendering |\n| 26 | “Parallax…hills…clouds…stalactites” | Met | Separate background scroll factors |\n| 27 | “Each world has its own colour theme” | Met | Four palettes in `WORLDS` |\n| 28 | “dust puff…on landing” | Met | Landing particles |\n| 29 | “+100 popup on stomps” | Met | Stomp score popup |\n| 30 | “screen shake on boss hits” | Met | `hitBoss()` and renderer |\n| 31 | “CRT…switched off” | Met | CRT toggle and persistence |\n| 32 | “chiptune music…bleep-and-bloop effects” | Met | `audio.ts`; gesture checks |\n| 33 | “mute is remembered” | Met | Reload persistence; session fallback |\n| 34 | “← → or A / D” | Met | Keyboard handlers |\n| 35 | “Space, W or ↑…hold…higher” | Met | Input handlers; variable-jump tests |\n| 36 | “Run: Shift” ","treeHash":null,"usage":{"cachedInputTokens":4383232,"inputTokens":156846,"model":"gpt-6-astra","outputTokens":27684,"runtime":"codex","turns":10,"wallClockMs":1095751}}],"verification":[{"checks":[],"detail":"paths and tree verified; no suite was run for this kind of work","evaluation":"structural","profile":"none","status":"accepted","submissionHash":"3e50878cfad5f0eb028691726c7921a20e01fb109a5b85256a850b87f8f941f3","verifiedTreeHash":"060ededf3669f22dd677934c82c0153550f4670e","verifierVersion":"0.1.0+fb8278c5"},{"checks":[],"detail":"paths and tree verified; no suite was run for this kind of work","evaluation":"structural","profile":"none","status":"accepted","submissionHash":"59e7eb5931550d865f5c1e4fdb34c8b46443e08d451cc6a7d6d89540179a3f1f","verifiedTreeHash":"1c81e5045a8149c216195a2acfca494076a13463","verifierVersion":"0.1.0+fb8278c5"}]}