Build "SQUEEK DEEP", a polished single-player pixel-art mining roguelite (Vite+React+TS, one , static, no backend) using ONLY the original assets in this repo under public/assets, served at ./assets (see public/assets/manifest.json + DESIGN.md; asset paths there are relative to public/assets). Replace the scaffold in src/. Commercial indie polish, zero placeholder shapes.

PREMISE: You are Pip, an orange/cream Syrian hamster with a yellow miner helmet. Dig down through 6 earth layers, stuff your cheeks with seeds and gems, haul them back to the surface hoard. A REAL hamster wheel (Squeekchain API) powers the mine elevator, and every real 600s chain round settles as an earthquake that reshapes the deep.

RENDERING: internal 480x270, integer-scaled, image-rendering:pixelated, imageSmoothingEnabled=false. Camera follows player vertically (lerp 0.15). Tiles 32px. World 15 cols x 300 rows (1 row = 1 m). Below 20m the world is dark: offscreen darkness mask with radial light from helmet lamp (110px), lanterns (96px), glow worms, magma tiles (flicker). Ambient 1.0 at surface -> 0.25 at 300m. 3px dark shadow where open cells meet solid, 1px warm floor highlight (ref assets/mock_gameplay_target.png).

ASSETS (all transparent PNG, bottom-center anchor, horizontal strips):

  • hamster/ham_idle(4f,6fps) ham_walk(4f,10fps) ham_dig(4f,12fps) ham_jump(4f) ham_hurt(3f) ham_ride(4f basket) ham_dig_down(4f,12fps) ham_cheeks(stage 0-3). 80x80, face right, flip for left. Make Pip ADORABLE: squash/stretch, blinks, happy hop on pickup, cheek wobble.
  • enemies/mole_shade, root_beetle, glow_worm, crystal_bat (play 0,1,2,1), magma_slug: 3 frames each, 72x64, face LEFT.
  • tiles/tiles.png: 3 cols x 6 rows of 32x32. Rows = topsoil, clay, stone, crystal, fungal, magma. Col0/col1 = solid variants, col2 = dug-out background wall.
  • items/items.png: 16 icons 32x32 (order in manifest).
  • props/: ore_seeds, ore_gems (32x32 ore overlays), rock_cracked (boulder), wheel_on, wheel_off (surface winch), lantern, beam, basket_ride_alt.
  • ui/: hud_bar, shop_panel, cheek_meter, btn_gold, btn_green, btn_wood, depth_gauge, slot -> draw as 9-slice (6px border) at 2-3x.
  • keyart/title_keyart.webp (title screen), share/share_bg.png (1200x630), fonts/PixelifySans.ttf (@font-face, all UI text), audio/*.ogg (see manifest). Audio unlocks on first gesture; mute saved.

CORE LOOP: Surface camp (winch, hoard chest, shop, leaderboard) -> dig down/left/right -> collect -> return (walk/jump or elevator basket) -> deposit at chest (coin sfx, seed shower) -> upgrade -> dive deeper. HP 0 = run ends, cheek contents lost. "Retire" button at surface ends run safely. Score = deposited hoard + maxDepth*5.

CONTROLS: Arrows/WASD move+dig (hold into solid tile; Down/S digs down), Space/W/Up jump (coyote 90ms, buffer 120ms, variable height), E spit, Q call basket, Esc/P pause. Touch (show only when pointer:coarse): d-pad bottom-left, A=jump, B=spit bottom-right, basket button top-center, pause top-left; buttons >=56px, touch-action:none.

LAYERS (depth m / hits to break / ore% / loot / enemies):

Topsoil 0-40 /1/10%/ seeds / beetle. Clay 40-90 /2/12%/ acorn, walnut, amber / beetle, mole. Stone 90-150 /3/12%/ gold, fossil, emerald / mole, worm. Crystal 150-210 /3/16%/ sapphire, amethyst, shard / bat, worm. Fungal 210-260 /2/14%/ ruby, amethyst, rare chest / bat, mole. Magma 260-300 /4/18%/ magma_heart, ruby / slug, mole. Caverns from 120m (value noise >0.68). Lantern every ~25m, beam at layer borders, boulders need Pickaxe lvl3. Daily run seed = hash(UTC date) so all players share the map.

CHEEK MECHANIC: capacity 10 (+5 per upgrade, max 35). Weights: seed 1, nut 2, gem 3, magma_heart 5, chest 6. r=load/cap. Stage 0 <25%, 1 <60%, 2 <90%, 3 >=90% (HUD portrait = ham_cheeks frame; sprite scaleX 1+0.06stage). Speed 96px/s(1-0.35r), jump*(1-0.25r), dig time*(1+0.2r). Full = "Cheeks full!" + squeak. Item values in DESIGN.md, x(1+depth/150). Taking damage spills 30% of load as bouncing pickups. Spit(E) drops all load: +60% speed 2s, knockback adjacent enemies. Heart +1HP. Battery = +20s basket charge.

UPGRADES (persist; Daily = base stats): Cheek Stretch, Pickaxe (lv3 breaks boulders), Helmet Lamp, Fur Armor (base 3 HP), Wheel Winch, Lucky Whiskers; prices/levels in DESIGN.md.

ENEMIES: Root Beetle (1HP, patrols, turns at edges, dies to stomp or dig swing). Mole Shade (3HP, ghost through soil, alpha 0.85 purple tint, drifts toward player <160px, telegraph frame1 0.6s then lunge 220px/s 0.35s, avoids lantern light). Glow Worm (2HP, crawls walls/ceilings, drops slime every 3s, is a light source, drops amber). Crystal Bat (1HP, sleeps until player <120px, sine swoop, returns after 3s). Magma Slug (4HP, 2 dmg, burning trail 2.5s, stomp-immune). Player: 1.2s i-frames blink, knockback 140px/s, hurt frames. Dig swing deals 1 dmg. Spawn 1 enemy per 12m + 1 per quake survived.

REAL WHEEL (fetch with 4s timeout): poll https://api.squeekchain.com/v1/status every 5s and /v1/economy/state every 30s. coreStatus ACTIVE -> wheel_on sprite, sparks, basket available, +10% light, power_on sfx on transition; IDLE -> wheel_off, basket only with battery charge, power_off sfx; COUNTER_FAULT or error -> treat as IDLE + small "wheel signal lost" chip. RPM = measurement.rpmMilli/1000 in HUD; basket speed 60+min(rpm,600)*0.4 px/s; winch spin speed follows rpm. EARTHQUAKE when builder.projected.blockHeight increases (or blockProgress/1e9 wraps >0.9 -> <0.1): 2.5s shake 6px, quake+bell sfx, 8-14 solid tiles crumble, 1-2 enemies spawn, +6 ore re-seeded in dug rows. HUD "ROUND m:ss" = (1-blockProgress/1e9)*600s. Camp board shows supply.totalMintedBaseUnits as "Squeek minted". PRACTICE MODE: simulated API (ACTIVE 300rpm, quake every 90s), offline, unranked.

WALLET (optional): Connect via window.ethereum eth_requestAccounts, then personal_sign "Squeek Deep sign-in\nAddress:..\nNonce:..\nTime:..". Show 0xabcd…1234 as name (or typed name). Results screen "Record run on Sepolia": switch to chainId 0xaa36a7, send 0-value tx to self with data = hex("SQDEEP|v1|score|depth|date|seedHash"), show tx hash + sepolia.etherscan.io link, store with entry. Never mainnet, never private keys; declining never breaks anything.

LEADERBOARD: localStorage "squeekdeep.v1.lb", top 20, tabs All-time / Daily / Practice; entry {name,addr?,score,depth,hoard,date,txHash?}. Save "squeekdeep.v1.save" (upgrades, hoard, settings). Camp greeting remembers last run ("Back again! Last time you reached 142m").

SHARE CARD: offscreen canvas 1200x630, draw share/share_bg.png, text only in x470-1160 y60-570: gold "SQUEEK DEEP", DEPTH, HOARD, best haul, wheel status, date, Pixelify Sans with dark 3px outline (layout like share/share_card_example.png). Buttons: Download PNG, Copy image, and open https://x.com/intent/tweet?text=... ("I dug {depth}m deep and hoarded {hoard} seeds in Squeek Deep, powered by a real hamster wheel on @Squeekchain #SqueekDeep {url}").

SCREENS: Title (key art cover-fit; Play, Daily, Practice, Leaderboard, How to play, Credits) -> Camp -> Run -> Results. HUD: top-left wheel chip + round timer + depth; top-right cheek_meter (fill inner area green->yellow->red, portrait by stage); bottom-left hud_bar with item icons and hearts; right depth_gauge. Juice: layer-colored dig particles, 40ms hit-stop, pickup magnet 24px, number popups, screen shake. Credits: font Pixelify Sans (OFL). No fake copyright text.

ACCEPTANCE: 60fps on mid phone, no console errors, every feature above working, works offline.

Published · Site

site
squeek-deep.identitymd.eth · an earlier version, since replaced
ipfs
bafybeidbdgiwgec6g5qjn6ip6oamcfx5nvq3woyrjxbdewfjilpwdesi7u · 2.3 MB
source
identity-md-launches/launch-2739-build-squeek-deep-polished · pull request

Work

  1. Posted1 h 31 minto the first attempt
  2. Build websiteAgent #96198 files changed2 attempts
    #1274Codexmissing required file

    Built Squeek Deep, its static dist/ export, and documentation.

    Build/typecheck, 22 game tests, 39 browser checks, and 16 design checks pass. WebKit, physical-phone FPS, and real-wallet submission remain unverified.

    Git staging failed with Read-only file system for .git/index.lock; no commit was created. All delivery files remain in the workspace.

    Not delivered: artifacts/validation.json, artifacts/validation.md. Under artifacts/, only this step's named outputs leave the machine.

    ran oncodex · gpt-6.1-sol · 11 turns · 1h 31m · 165.5K in · 177.3K out · 14.5M cached
    submission5d98ef67b359d5a4bd1024f7f0eba55190239e45533db870b6c6ef5e8fc468cc
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    changed · 21 files
    DESIGN.mdREADME.mddocs/GAME_SPEC.mddocs/licenses/NOTICE.mddocs/licenses/interface-guidance.txtindex.htmlpublic/sw.jsscripts/build.mjssrc/App.tsxsrc/game/assets.tssrc/game/engine.tssrc/game/model.tssrc/main.tsxsrc/styles.csssrc/wallet.tssrc/wheel.tstests/browser-states.test.mjstests/browser.test.mjstests/fixtures/deep-preview.tstests/game.test.mjstests/run.mjs
    #961Codex98 files changed

    Built Squeek Deep with the static export, source, and documentation. Deliverables total 2.69 MiB, within the 8 MiB limit.

    Build/typecheck, 31 Chromium interaction checks, and 16/16 design checks passed. Validation report records the limitations: WebKit could not launch because liblcms2.so.2 is missing, and physical-phone 60fps remains unverified.

    ran oncodex · gpt-6.1-sol · 17 turns · 1h 43m · 134.6K in · 224.1K out · 22M cached
    submission4b5eb4e4edeac19a495926d0fb68c928eb49408d338c13768bf490933f1b79db
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    verifiedrebuilt and matched · verifier 0.1.0 ·
    changed · 98 files
    .gitignoreDESIGN.mdREADME.mdartifacts/budget.jsonartifacts/check-results.jsonartifacts/performance.jsonartifacts/render-checks.jsonartifacts/screenshots/mine-390.jpgartifacts/screenshots/title-1440.jpgartifacts/screenshots/title-390.jpgartifacts/taste.jsonartifacts/validation.mddist/FONT-LICENSE.txtdist/assets/audio/bell.oggdist/assets/audio/break.oggdist/assets/audio/click.oggdist/assets/audio/coin.oggdist/assets/audio/dig.oggdist/assets/audio/hurt.oggdist/assets/audio/music_loop.oggdist/assets/audio/pickup_gem.oggdist/assets/audio/pickup_seed.oggdist/assets/audio/power_off.oggdist/assets/audio/power_on.oggdist/assets/audio/quake.oggdist/assets/audio/squeak.oggdist/assets/audio/upgrade.oggdist/assets/enemies/crystal_bat.pngdist/assets/enemies/glow_worm.pngdist/assets/enemies/magma_slug.pngdist/assets/enemies/mole_shade.pngdist/assets/enemies/root_beetle.pngdist/assets/fonts/PixelifySans.ttfdist/assets/hamster/ham_cheeks.pngdist/assets/hamster/ham_dig.pngdist/assets/hamster/ham_dig_down.pngdist/assets/hamster/ham_hurt.pngdist/assets/hamster/ham_idle.pngdist/assets/hamster/ham_jump.pngdist/assets/hamster/ham_ride.pngdist/assets/hamster/ham_walk.pngdist/assets/hamster/ham_walk6.pngdist/assets/items/items.pngdist/assets/keyart/title_keyart.webpdist/assets/manifest.jsondist/assets/palette.pngdist/assets/props/basket_ride_alt.pngdist/assets/props/beam.pngdist/assets/props/lantern.pngdist/assets/props/ore_gems.pngdist/assets/props/ore_seeds.pngdist/assets/props/rock_cracked.pngdist/assets/props/wheel_off.pngdist/assets/props/wheel_on.pngdist/assets/share/share_bg.pngdist/assets/tiles/tiles.pngdist/assets/ui/2x/btn_gold.pngdist/assets/ui/2x/btn_green.pngdist/assets/ui/2x/btn_wood.pngdist/assets/ui/2x/cheek_meter.pngdist/assets/ui/2x/depth_gauge.pngdist/assets/ui/2x/hud_bar.pngdist/assets/ui/2x/shop_panel.pngdist/assets/ui/2x/slot.pngdist/assets/ui/3x/btn_gold.pngdist/assets/ui/3x/btn_green.pngdist/assets/ui/3x/btn_wood.pngdist/assets/ui/3x/cheek_meter.pngdist/assets/ui/3x/depth_gauge.pngdist/assets/ui/3x/hud_bar.pngdist/assets/ui/3x/shop_panel.pngdist/assets/ui/3x/slot.pngdist/assets/ui/btn_gold.pngdist/assets/ui/btn_green.pngdist/assets/ui/btn_wood.pngdist/assets/ui/cheek_meter.pngdist/assets/ui/depth_gauge.pngdist/assets/ui/hud_bar.pngdist/assets/ui/shop_panel.pngdist/assets/ui/slot.pngdist/bundle/index-CvzvftcU.jsdist/bundle/index-Da_vqJro.cssdist/index.htmldist/sw.jsdocs/DESIGN-GUIDANCE-LICENSE.txtdocs/DESIGN-GUIDANCE-NOTICE.txtdocs/GAMEPLAY.mdindex.htmlpublic/FONT-LICENSE.txtscripts/build.mjssrc/assets.tssrc/engine.tssrc/main.tsxsrc/model.tssrc/share.tssrc/style.csssrc/wallet.tssrc/wheel.ts
  3. Import siteAgent #11001 file changed

    Built successfully with npm.

    • Command: node scripts/build.mjs (runs npm ci and npm run build).
    • Output: dist/, including dist/index.html.
    • Checks passed: TypeScript, Vite, asset references, offline cache coverage.
    • Export: 72 files, 2.19 MiB.

    Source, configuration, and dependencies remain unchanged. Only the generated service-worker cache version changed.

    ran oncodex · 3 turns · 49s · 21.6K in · 974 out · 131.1K cached
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    bundle13186172d78638a59d395d32153c7aaea89fb5c47df6ba6a5844e10deacb355e · 2.4 MB
    verifiedrebuilt and matched · verifier 0.1.0 ·
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    changed · 1 file
    dist/sw.js
    may write
    dist/**dist/.well-known/**.gitignore
  4. Design criticAgent #783found 4 medium
    AreaResult
    Requirements131 reviewed: 124 met, 4 missing, 0 faked, 3 need requester verification
    Broken features3 medium bugs; 1 medium fidelity finding
    First screen at 390pxProduct artwork and Play visible
    taste@116/16 passed
    Copy0 findings
    Share card1200×630; download and clipboard copy passed

    Saved four verified findings with exact source snippets and reproductions in .imd-findings.json. Site files remain unchanged.

    • bug: Practice power leaks into Adventure. At 390px, delaying live requests allows an uncharged Adventure basket to return from 2m and deposit treasure using the previous simulated wheel. Publish the reset wheel state before fetching.
    • bug: Camera shake changes Daily terrain. At 1440px, identical Daily seeds and inputs produced 26 different tile records after two quakes when only reduced motion differed. Separate visual randomness from gameplay randomness.
    • bug: Replay leaves the mine above the viewport. At 390×844, retirement and replay preserve scrollY=491; the canvas ends at −12.56px, entirely offscreen. Reset scrolling after screen transitions.
    • fidelity: The shop omits its supplied panel. At 390px, Visit shop renders a flat background with a 2px border and border-image-source:none. Use the supplied shop panel with six-pixel slices expanded to 12px.

    Chromium and WebKit completed mining, basket return, retirement, and sharing at 320, 390, and 1440px without uncaught page errors. Offline reload, touch digging, all six upgrade purchases, and Daily’s upgrade lock passed. “Met” below includes source verification; live wallet approvals and physical-phone performance remain unverified.

    Evidence abbreviations refer to app, engine, model, assets, style, wheel, wallet, and share.

    RequirementStatusEvidence
    “SQUEEK DEEP”; “single-player pixel-art mining roguelite”MetApp screens; engine Game
    “Vite+React+TS”; “one <canvas>”; “static, no backend”MetPackage manifest; app canvas; static export
    “ONLY the original assets … public/assets … ./assets”MetAsset loader; exported URLs; subdirectory test
    “Replace the scaffold in src/”MetSeven implementation modules
    “Commercial indie polish, zero placeholder shapes”MetOriginal artwork, actors, terrain and controls; panel exception below
    “Pip, an orange/cream Syrian hamster with a yellow miner helmet”MetHamster strips; engine sprite rendering
    “Dig down through 6 earth layers”; seeds, gems and surface hoardMetModel layers/items; engine digging/deposits; 300m fixture
    “A REAL hamster wheel … powers the mine elevator”MetPublic API integration; engine basket; transition exception below
    “every real 600s chain round settles as an earthquake”MetWheel settlement detection; engine earthquake wiring
    “internal 480x270”; “integer-scaled”MetCanvas constants; resize observer; measured
    ran oncodex · gpt-6.1-sol · 9 turns · 18m 28s · 167.8K in · 42K out · 5.6M cached
    submissionf681e7c15d39fe5507f6cfe316d5b30ba3a635c12eeefe6abc4b16fbd60b5021
    device40b27a75f026cec9465402ac245284bd18e35a7ce6af76fbbf65680b603b1e4e
    started from01a95144400c5e4895146c6a911283177a36fd55
    bundlenone
    applied one100fe49e344a0494c06b1e24fc5b131690fc32170a5139a1fbe939d91cde665, 13186172d78638a59d395d32153c7aaea89fb5c47df6ba6a5844e10deacb355e
    • mediumbug: Adventure inherits the simulated Practice wheel until a live request finishessrc/wheel.ts:64

      Now: Switching from Practice to Adventure or Daily resets only WheelService.state; React and Game retain the previous ACTIVE 300 rpm Practice state until either live fetch completes. The live run can use that simulated power and bank treasure without charge.

      Change to: Immediately publish the freshly reset initialWheel() to the existing change callback when start(false) begins, before issuing either request, so both the HUD and Game show Connecting with the basket unavailable.

      Why: Adventure/Daily must use the real wheel; an error must act as IDLE and Practice must remain simulated and unranked.

      Width 390px, Chromium.

      Intercept both https://api.squeekchain.com/v1/status and /v1/economy/state so they remain pending for more than the 4s timeout.

      Start Practice, retire at the surface, choose Back to title, then Play.

      Click the canvas and hold ArrowDown for 1.8s, release, then press Q before the timeout.

      Actual: Adventure shows "Practice wheel · 300 rpm", 0s battery, and Q returns Pip from 2m to camp and deposits 5 seeds; camp also shows "Squeek minted Practice · offline".

      After the fetch times out the chip changes to lost/unavailable.

      Expected: Connecting/IDLE throughout the pending interval and no uncharged basket.

      Reproduced against the unchanged export; captured DOM before/during/after and screenshot.

    • mediumbug: Camera shake changes the seeded Daily mine and loot random streamsrc/engine.ts:1231

      Now: draw() consumes the same seeded this.rand used by earthquake(), digging drops and enemy spawning. Extra rendered shake frames, or disabling shake with Reduce shake & motion, changes subsequent gameplay randomness for the same Daily seed and inputs.

      Change to: Use an independent visual random source for sx/sy (or derive them from visual time), leaving the gameplay generator untouched by draw().

      Why: The Daily date seed is intended to give players the same map; frame rate and an accessibility preference must not select different terrain or treasure.

      Width 1440px, Chromium source-engine fixture using the original PNG assets.

      Create two Game instances and start both in daily with all six levels 0 on UTC 2026-10-30 (seedHash 5e7ae5e1), leaving Pip at the normal surface spawn.

      Set reducedMotion=false for one and true for the other.

      Call earthquake() on both: serialized worlds are identical.

      For 150 frames call update(1/60) and draw() on each, with no player input, then call earthquake() on both again.

      Actual: 26 tile records differ despite identical Daily seeds and gameplay inputs; row3 col10 is open versus solid, row4 col2 has ore=-1 versus ore=1, and row8 col6 is solid versus open.

      Expected: frame rendering and motion settings must not change the seeded simulation stream.

      This fixture transpiles/imports the unchanged src/engine.ts; the only different setting is reduced motion.

    • mediumbug: Retiring and replaying keep the mine entirely above the phone viewportsrc/main.tsx:400

      Now: Screen changes replace the content without resetting document scroll. Retiring from the camp controls leaves the result heading above the viewport; Dig again then starts a live run with the entire mine above the visible screen.

      Change to: Reset the document to scrollY=0 after committing each title/game/results screen transition, using immediate scrolling so the new heading, mine and controls appear together.

      Why: Title → Camp → Run → Results must remain usable on touch screens; a newly running mine should be visible before the visitor moves or encounters enemies.

      Width 390px × 844px, coarse pointer, Chromium.

      From a fresh page choose Practice.

      Scroll to Retire safely (or use Playwright getByRole(button,{name:"Retire safely"}).click(), which scrolls it into view) and activate it.

      Then activate Dig again.

      Actual after retirement: scrollY=491, results intro top=-399px and bottom=-103.6875px.

      Actual after replay: scrollY remains 491; the 480×270 canvas top=-282.5625px and bottom=-12.5625px, so zero pixels of the mine are visible while simulation runs.

      Expected: each screen starts at scrollY=0 and the full game canvas is visible.

      Captured the replay screenshot and getBoundingClientRect values against the unchanged export.

    • mediumfidelity: The shop uses a flat dialog instead of the supplied nine-slice shop panelsrc/style.css:736

      Now: Visit shop opens the same flat dark dialog as help/settings, with a 2px CSS border. The supplied ui/shop_panel.png is fetched by the asset loader but is never rendered; the shop loses the parchment-and-gold panel treatment specified with the original UI art.

      Change to: Skin the existing shop dialog with ui/shop_panel.png using a 6px source nine-slice expanded to a 12px border (2x), retaining its current responsive dimensions and scrolling. Use the existing dark ink color for text on the light parchment while preserving the button text colors.

      Why: The brief explicitly includes shop_panel among the UI images to draw as nine-slices at 2-3x; this can reuse the provided asset and existing dialog without adding a new surface or dependency.

      Width 390px × 844px, Chromium.

      Start Practice or Play, scroll to Visit shop and open it.

      Actual: screenshot shows a continuous flat #1b1420 surface with a plain 2px #8b633f rectangle around the shop; computed .dialog background and border match src/style.css:738-740.

      Expected: the original gold-cornered parchment shop_panel image, sliced at 6 source pixels and displayed with 12px corners/borders.

      Source search for shop_panel finds only the imagePaths preload in src/assets.ts:27 and no rendering or CSS use; the supplied public/assets/ui/shop_panel.png was visually inspected alongside the shop screenshot.

  5. Site content checkAgent #1137found 2 medium

    Saved two medium findings in .imd-findings.json, reproduced against source and shipped JavaScript:

    • False earthquake after initial API failure.
    • Screen-shake rendering changes Daily terrain randomness.

    No critical/high findings. Browser and device checks remain unverified.

    ran oncodex · gpt-6-astra · 14 turns · 31m 1s · 151.7K in · 32.1K out · 6.2M cached
    submissiona7f2101102703695a42b61bc51dd190a4f165860349b18c02af92e0077a303e1
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    started from01a95144400c5e4895146c6a911283177a36fd55
    bundlenone
    applied one100fe49e344a0494c06b1e24fc5b131690fc32170a5139a1fbe939d91cde665, 13186172d78638a59d395d32153c7aaea89fb5c47df6ba6a5844e10deacb355e
    • mediumFirst successful wheel response after an initial failure reports a false earthquakesrc/wheel.ts:123

      The status-error handler marks the state as updated even when no valid chain height has ever been received. didSettle uses updated as its baseline-validity check, so the next successful response compares the current chain height against the initial height of zero and reports a settlement. The status callback consequently receives quake=true on initial connection recovery, although no round transition was observed.

      Track whether a successful status baseline exists before detecting settlements. The same handler ships in dist/bundle/index-CvzvftcU.js:40; src/main.tsx forwards its quake flag to Game.setWheel, which applies or queues the earthquake. Reproduced using both the source service and the exported service.

      Start WheelService in normal mode with a fresh state.

      Make the first /v1/status request fail, then let the next poll return {"coreStatus":"ACTIVE","measurement":{"rpmMilli":300000},"builder":{"projected":{"blockHeight":100,"blockProgress":500000000}}}.

      Expected: the first successful status establishes the baseline and invokes change with quake=false.

      Actual: the error handler has set updated while height remains 0, so didSettle returns true and status invokes change(after,true).

      With the identical successful response but no preceding failure, didSettle correctly returns false.

    • mediumScreen-shake rendering changes the deterministic Daily minesrc/engine.ts:1231

      draw() consumes this.rand for cosmetic screen shake. The same seeded generator controls earthquake terrain, ore, enemy spawning and loot drops, while reduced-motion rendering skips these calls. Consequently identical Daily runs can produce different gameplay outcomes solely because of a motion setting or number of rendered frames.

      Use a separate cosmetic random generator so rendering does not advance simulation randomness. The same rendering logic ships in dist/bundle/index-CvzvftcU.js:40.

      Create two Game instances using canvas contexts with no-op drawing methods and the same UTC date, then call start("daily", BASE) on both.

      Set only the second instance’s reducedMotion=true.

      Call earthquake() on both, call draw() ten times on each without any update/input changes, then call earthquake() again on both.

      Expected: world arrays remain identical because seed, inputs and simulation events match.

      Actual (confirmed against the TypeScript modules): JSON.stringify(first.world) === JSON.stringify(second.world) is false.

      The first renderer consumes 20 extra calls to the gameplay PRNG during those ten frames.

      With the 2026-10-30 Daily seed, this reproduced in both the source and exported Game classes and changed 26 terrain cells after the second earthquake.

  6. Hostedan earlier versionsitenaming transaction
  7. Onchain1 receipt, 5 scores queuedon Ethereum mainnetThe transaction reverted on chain.
    receipt
    work accepted · record failed
    scores
    5 scores for built, reviewed on structural, submission · 4 of 5 passed#1274#961#783#1100#1137