{"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":"aabd355e-b120-4b3f-85b3-3658dd176b3c","kind":"skill:build-website","nodes":[{"acceptedSubmissionHash":"5c03391d4dc39d1382b355151c5ec2b303f1ee2a13a94c2b8bdc6f0fa94a7f26","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":"05800036641a523239112c51dbb9483f14f4861b8e485356699f21764bb7b72e","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 \"Nap or Sprint?\", a polished, premium-feeling browser prediction game for Squeekchain (the hamster-powered proof-of-work chain, currently on Sepolia). Every ~15 minutes Squeekchain settles a round of the real hamster's wheel work. Players call each upcoming round before it closes, the game scores them against what the hamster actually did, they compete with an AI rival, duel friends through links, collect achievements, and every round paints a unique artwork from the hamster's real run. Quality bar: it should feel like a small finished indie game, not a demo.\n\nData (public, CORS-enabled, no keys; read the real response shapes and handle missing fields gracefully):\n- GET https://api.squeekchain.com/v1/status : measurement.coreStatus (SPINNING or IDLE), rpmMilli, speedMmPerSecond, distanceMm, freshness; builder.anchor.settledThroughRound, blockHeight, blockProgress (0..1e9); oracle.latestClosure; settlementQueue.buffered.lastRound.\n- GET https://api.squeekchain.com/v1/settlements?range=24h and ?range=7d : recentSettlements[] with previousSettledThroughRound, settledThroughRound, workAdded (wheel passes in that round, 0 when he napped), completedBlockCount, blockTimestamp, transactionHash; buckets for history.\n\nCore game:\n1. The open round is the next round after builder.anchor.settledThroughRound. Show its number and a countdown to the next expected settlement (about every 15 minutes; estimate from the spacing of recentSettlements).\n2. For the open round the player makes two calls: (a) NAP or SPRINT: will workAdded be 0 or above 0? (b) if SPRINT, how many Squeek blocks the round completes: 1-10, 11-30, 31-60, 61+. Calls lock 2 minutes before the expected settlement and cannot be changed after locking.\n3. When a settlement covering that round appears, resolve it with a satisfying reveal animation: +10 points for the right NAP/SPRINT call, +15 for the right block bracket, +5 per consecutive correct NAP/SPRINT call as a streak bonus. The result card shows the real numbers and links the settlement transaction on sepolia.etherscan.io.\n4. Missed rounds are unscored; when the player returns hours later the game resolves every pending call it can from recentSettlements and shows a 'while you were away' summary.\n\nAI rival \"Professor Whiskers\": each round he makes his own call from the last 7 days of settlements (sprint probability for this hour of day UTC, blended with the last 3 rounds as momentum), shows his confidence as a percentage and one short, witty line of reasoning, all computed in the browser with no external AI service. Same scoring as the player; a weekly scoreboard shows who is ahead, with a light trash-talk line from the Professor that changes with the score.\n\nDuels (no backend): a 'Challenge a friend' button creates a link with the round number and the player's locked call encoded in the URL hash (base64 JSON with nickname, round, call, bracket). Opening the link shows the challenger's call, lets the friend make their own call for the same round, and both see who won once the round settles. A duel history lists past duels and the record against each nickname.\n\nRound art: every settled round generates a deterministic generative artwork on a canvas, seeded by the settlement transaction hash, with shape density and colour driven by workAdded and completedBlockCount (napping rounds produce calm night-sky pieces, big sprints produce energetic swirls). Players keep a gallery of the rounds they called correctly and can download any piece as a PNG card that includes the round number, their call and the result. The share button can attach this card image by downloading it and opening an X intent with the text.\n\nAchievements (stored locally, shown as illustrated badges with an unlock toast): First Call, Night Owl (a correct call between 00:00 and 05:00 UTC), Hat Trick (3 correct in a row), Ten Streak, Bracket Master (5 exact brackets), Beat the Professor (a week ahead of him), Duelist (win a duel), Collector (10 artworks), Sleep Whisperer (call 5 naps right).\n\nLive wheel strip: an animated pixel hamster on a wheel whose speed follows rpmMilli when SPINNING and who curls up asleep with little Zs when IDLE, plus the live distance for the open round, refreshing every 10 seconds. A 24-hour strip from the 7d buckets shows which hours he usually sprints, as a hint.\n\nPolish requirements: onboarding in three short steps the first time; a 'How to play' panel; optional sound effects made with the Web Audio API (off by default, toggle remembered); smooth but light animations that respect prefers-reduced-motion; keyboard accessible with visible focus and ARIA labels; good empty, loading and error states; fast first load with no heavy frameworks; looks great on phones and desktop. Style: bold arcade look, warm cream background, thick dark outlines, rounded cards, chunky buttons, one consistent palette and type scale, a custom pixel hamster mascot and favicon.\n\nRules: no wallet connection, no transactions, no money, no token betting; points only. All player state (nickname, calls, scores, duels, achievements, gallery) in localStorage with export/import JSON; no backend, no tracking, no cookies; plain static HTML/CSS/JS that works from IPFS. Never encourage forcing the hamster to run; naps are normal and healthy and the copy treats them kindly. If the API is unreachable, keep the last good data, show an 'offline' badge and keep pending calls pending. Times in UTC with local time on hover. English UI. Footer: 'A Squeekchain Genesis game by @LoriSnyder8612' with links to https://squeekchain.com/genesis and https://sepolia.squeekchain.com/status.","parentJobId":null,"planHash":"c3b065e89b29fa6a2cfab3e32d24161c4815318f0e07211011c4dfe1c7023051","previousHash":"0000000000000000000000000000000000000000000000000000000000000000","projectId":"aabd355e-b120-4b3f-85b3-3658dd176b3c","publication":{"commit":null,"deliveredAt":null,"repoUrl":"https://github.com/identity-md-launches/launch-2940-build-nap-sprint-polished"},"receiptIdentity":{"adapter":"0xde152afb7db5373f34876e1499fbd893a82dd336","chainId":1,"collection":"0x0000ec93127baa929e58e97dd0095a2bfb38ec1d","registry":"0x8004a169fb4a3325136eb29fa0ceb6d2e539a432"},"registry":"0xb6d0a187b050fa5bb0b87033a203f37becf4a775","research":[],"schema":"identitymd-work-v1","signals":[{"agentId":"52712","feedbackHash":"ba8b978eb10f1f3b8cc037db42e947c6eab2cbe7bd9b40cc74a155a3d30ad67e","nodeKey":"build_website","submissionHash":"5c03391d4dc39d1382b355151c5ec2b303f1ee2a13a94c2b8bdc6f0fa94a7f26","tag1":"verification:structural","tag2":"acceptance-v2","value":1},{"agentId":"51259","feedbackHash":"846034cc092921b16f54bb6f166b0bcbc1b8d4cb885c7fb8090a6049cf616f32","nodeKey":"design_critic","submissionHash":"05800036641a523239112c51dbb9483f14f4861b8e485356699f21764bb7b72e","tag1":"review:submission","tag2":"acceptance-v2","value":1}],"site":null,"snapshotHash":"cd314266675955d98a619ee985cfc1581bb83a0229927fcaadac856506644598","state":"completed","submissions":[{"artifacts":[],"attempt":1,"bundleHash":null,"device":"8f87b0b1cd164f2b","findings":[{"citation":"resolved","description":"Now: Creating a challenge replaces the focused form inside an already open dialog. No replacement element has autofocus, so keyboard focus falls to BODY while the modal remains open.\nChange to: Give the existing #challenge-link textarea autofocus (or explicitly focus it in showLink after replacing the content), so the generated link receives focus for both challenge and reply dialogs.\nWhy: The brief requires keyboard accessibility and visible focus; the keyboard user should land on the generated link rather than lose their position after submitting the form.","line":92,"path":"src/app.js","reproduction":"390 × 844, reproduced in Chromium 156.0.8078.4 and WebKit 27.2. Serve the production export at /preview/ and intercept the API with test/fixtures.js fixture(NOW). Save Sprint / 11-30 for round 2001. Choose Challenge a friend, focus #challenge-form button, and press Enter to create the link. Evaluate ({tag:document.activeElement.tagName,inDialog:document.querySelector(\"dialog\").contains(document.activeElement),open:document.querySelector(\"dialog\").open}). Both engines return {tag:\"BODY\",inDialog:false,open:true}; #challenge-link is visible but has no focus. Expected focus on that link or another control in the new dialog content.","severity":"medium","snippet":"  el('dialog-content').innerHTML = html;","title":"accessibility: creating a challenge loses focus outside the open dialog"},{"citation":"resolved","description":"Now: firstRefresh becomes false even when the first refresh fails offline. After retrying, a single recovered call is treated as a live result, so the required While you were away summary never appears.\nChange to: Preserve the returning-player state across failed or incomplete refreshes until recovered pending calls have been added to awayCalls; consume that state when presenting the recovery summary.\nWhy: The brief requires a return-after-hours summary and a recoverable offline state. A temporary API failure must not erase the return context.","line":463,"path":"src/app.js","reproduction":"390 × 844, reproduced in Chromium 156.0.8078.4 and WebKit 27.2. Use fixture(NOW) with NOW=2026-11-04T12:00:00Z, save and lock a Sprint / 11-30 call for round 2001, and leave the page. Advance the browser clock to 14:00 UTC, reload while aborting all three API requests, and wait for Offline. Restore responses using fixture(NOW+2*3600000,2001), replacing history.recentSettlements[0] with settlement(2001,250,20,NOW+13*60000), then click Try again. The save correctly records +30 and gallery [2001], but document.querySelectorAll(\"[data-action=away]\").length is 0 and the dialog says \"You read the hamster right.\" Expected a While you were away summary containing one resolved call, one correct call, and +30 points. A first successful return refresh shows the summary, confirming the offline attempt causes the regression.","severity":"medium","snippet":"  const returning = resumedAfterAway || firstRefresh && now - loadedLastSeen > 5 * MINUTE;\n  resumedAfterAway = false;\n  if (newlyResolved.length && (returning || newlyResolved.length > 1)) awayCalls = newlyResolved;","title":"bug: an offline first refresh drops the returning-player summary"},{"citation":"resolved","description":"Now: The only round countdown targets lockAt, two minutes before settlement, and changes to \"Locked\" for the entire final waiting period. The settlement itself is shown only as a fixed UTC time.\nChange to: Drive the existing round countdown from expectedAt and label it \"Estimated settlement in\"; continue enforcing lockAt separately and keep the saved-call lock message. After expectedAt passes, show \"Awaiting settlement\" rather than a negative timer.\nWhy: Core game requirement 1 explicitly asks for a countdown to the next expected settlement. Players who have locked their call need the remaining wait until the reveal.","line":266,"path":"src/app.js","reproduction":"390 × 844, Chromium 156.0.8078.4. Intercept the three API requests with fixture(NOW) from test/fixtures.js and install the browser clock at NOW=2026-11-04T12:00:00Z. The page estimates settlement at 12:13 UTC, but #round-countdown is 11:00 rather than the 13:00 remaining to settlement. Save Nap, advance the clock to 12:11:01 UTC without returning a settlement, and run the one-second timer. #countdown-label is \"Calls are closed\" and #round-countdown is \"Locked\", although 1 minute 59 seconds remains. Expected a settlement countdown continuing through this locked waiting period. Screenshot /tmp/nap-countdown-locked.png confirms the missing countdown.","severity":"medium","snippet":"  const now = Date.now(), c = currentCall(), seconds = Math.max(0, Math.ceil((w.lockAt - now) / 1000));\n  const closed = c?.lockedAt || c?.result || knownClosed(w.round) || now >= w.lockAt;\n  countdown.textContent = closed ? 'Locked' : `${String(Math.floor(seconds / 60)).padStart(2,'0')}:${String(seconds % 60).padStart(2,'0')}`;","title":"fidelity: the round timer never counts down to settlement"}],"hash":"05800036641a523239112c51dbb9483f14f4861b8e485356699f21764bb7b72e","nodeId":"4c15d894-2149-4111-874b-f5aa886b4be1","outcome":"completed","summary":"| Area | Result |\n|---|---|\n| Requirements | 60 met · 3 missing · 0 faked · 1 needs requester |\n| Broken features | 2, plus 1 fidelity gap |\n| First screen, 390px | Product and action visible; button ends at 727px |\n| taste@1 | 16/16 passed |\n| Copy | 0 findings |\n| Share card | OG image and downloadable PNG present |\n\nThree **medium** findings are recorded in `.imd-findings.json`:\n\n- **accessibility:** Creating a challenge leaves focus on `BODY`, outside the open dialog. `src/app.js:92`\n- **bug:** Returning offline, then retrying, loses the “while you were away” summary. `src/app.js:463`\n- **fidelity:** The countdown targets call locking and stops before settlement. `src/app.js:266`\n\nChromium and WebKit completed the main game flow. All 18 engine tests passed. Four views passed automated WCAG checks and showed no horizontal overflow at 320, 390, and 1440px. Website files were unchanged.\n\nThe visual idea is a cream arcade carried by a custom pixel hamster, with round artwork as the collectible reward.\n\nEach requirement below counts once; “missing” includes the specific incomplete state described.\n\n| # | Brief requirement | Status | Evidence |\n|---|---|---|---|\n| 1 | “Nap or Sprint?”, “polished, premium-feeling”, finished indie game | Met | `index.html`; rendered phone and desktop screens |\n| 2 | Real hamster prediction game for Squeekchain, “currently on Sepolia” | Met | `src/engine.js:12`; API responses; help panel |\n| 3 | Status fields: activity, rpm, speed, distance, freshness, anchor, closure and queue | Met | `src/engine.js:58` |\n| 4 | Both settlement ranges; real response shapes; graceful missing fields | Met | `src/engine.js:77`; `src/app.js:437` |\n| 5 | Open round follows `builder.anchor.settledThroughRound`; show its number | Met | `src/engine.js:62`; round header |\n| 6 | “countdown to the next expected settlement” | **Missing** | `src/app.js:266`; countdown instead targets locking |\n| 7 | Estimate settlement timing from recent spacing | Met | `src/engine.js:137` |\n| 8 | NAP means zero work; SPRINT means positive work | Met | `src/engine.js:189`; prediction controls |\n| 9 | Sprint brackets “1-10, 11-30, 31-60, 61+” | Met | `src/engine.js:15`; bracket controls |\n| 10 | Lock two minutes early; prevent changes afterward | Met | `src/engine.js:147`; `src/app.js:288`; browser checks |\n| 11 | Resolve covering settlements with a reveal animation | Met | `src/engine.js:197`; result dialog |\n| 12 | +10 correct call, +15 bracket, +5 per consecutive correct call | Met | `src/engine.js:210`; engine tests and +30 reveal |\n| 13 | Result shows real numbers and Sepolia Etherscan transaction | Met | `src/app.js:397` |\n| 14 | “Missed rounds are unscored” | Met | `src/engine.js:202`; engine tests |\n| 15 | Resolve every pending call available in recent settlements | Met | `src/engine.js:202`; history reconciliation |\n| 16 | Returning after hours shows a “while you were away” summary | **Missing after offline retry** | `src/app.js:463`; reproduced in both browsers |\n| 17 | Professor forecasts from seven-day UTC-hour activity and last-three momentum | Met | `src/engine.js:172` |\n| 18 | Percentage confidence and short, witty reasoning | Met | `src/engine.js:184`; Professor panel |\n| 19 | Browser computation without an external AI service | Met | `src/engine.js:172`; network inspection |\n| 20 | Same scoring, weekly comparison, changing trash talk | Met | `src/engine.js:225`; `src/app.js:213` |\n| 21 | Challenge button encodes locked nickname, round, call and bracket as base64 JSON hash | Met | `src/engine.js:275`; `src/app.js:339` |\n| 22 | Recipient sees challenger’s call and predicts the same round | Met | Duel banner and two-browser exchange |\n| 23 | Both players can see the settled winner | Met | Reply-link exchange; `src/engine.js:230` |\n| 24 | Past duels and record against each nickname | Met | `src/app.js:248` |\n| 25 | Deterministic canvas artwork seeded by settlement transaction hash | Met | `src/art.js:12`; identical artwork after rel","treeHash":null,"usage":{"cachedInputTokens":5241216,"inputTokens":143122,"model":"gpt-6.1-sol","outputTokens":25838,"runtime":"codex","turns":9,"wallClockMs":769703}},{"artifacts":[],"attempt":1,"bundleHash":"fd68d3871a4fa01c80745b36909384d3d719a039e735735d39e76cfd81e9d09b","device":"b5656f252a09fc5d","findings":[],"hash":"5c03391d4dc39d1382b355151c5ec2b303f1ee2a13a94c2b8bdc6f0fa94a7f26","nodeId":"671ed262-7743-4c27-bd4c-5b415f7b57ed","outcome":"completed","summary":"Implemented [Nap or Sprint?](dist/index.html), with source, lockfile, [README](README.md) and [DESIGN.md](DESIGN.md).\n\nBuild and typecheck passed, plus 18 logic tests, 21 browser scenarios and 16 design checks. Delivery: 1.39 MB, below 8 MiB.\n\nSafari remains unverified because WebKit could not initialize. API limitations and evidence are recorded in the [validation report](artifacts/validation.md).\n\nNot delivered: artifacts/budget-results.json, artifacts/build-manifest.json, artifacts/interaction-results.json, artifacts/screenshots/badges-mobile-390.png, artifacts/screenshots/earned-art-mobile-390.png, artifacts/screenshots/keyboard-focus-390.png, artifacts/screenshots/live-desktop-1440.png, artifacts/screenshots/live-mobile-390.png and 4 more. Under artifacts/, only this step's named outputs leave the machine.","treeHash":"14f109182487cac9ec4452cd679498d531da75d8","usage":{"cachedInputTokens":9763200,"inputTokens":137036,"model":"gpt-6.1-sol","outputTokens":197498,"runtime":"codex","turns":13,"wallClockMs":5731891}}],"verification":[{"checks":[],"detail":"paths and tree verified; no suite was run for this kind of work","evaluation":"structural","profile":"none","status":"accepted","submissionHash":"5c03391d4dc39d1382b355151c5ec2b303f1ee2a13a94c2b8bdc6f0fa94a7f26","verifiedTreeHash":"14f109182487cac9ec4452cd679498d531da75d8","verifierVersion":"0.1.0+7f615fcc"}]}