fantasy-hamster.imd.siteOpen original
by 0xc8d3…840f

Build "Fantasy Hamster", a daily fantasy game for Squeekchain, a proof-of-work chain where a real hamster (Squeektoshi) on a real wheel produces the chain's work. Each day players draft what they think the hamster will do tomorrow, and the real wheel data scores them. Think Wordle meets fantasy football. Single-page static site. No wallet, token, payments, backend or signup. All copy in English.

GAME LOOP

  • A game day is one UTC calendar day. Players draft today for tomorrow. Drafts close at 00:00 UTC, so nobody drafts knowing the result.
  • Each game day offers 12 event cards, chosen from the catalog by a seeded PRNG keyed on the UTC date, so every player sees the same 12.
  • Pick exactly 5 cards and name one Captain (double points).
  • Card points are priced from the last 7 complete UTC days: points = clamp(round(10 / max(hitRate, 0.1)), 10, 100). Rarer events pay more. Show the hit rate on the card.
  • Live view: during the game day, cards light up the moment they are decided, and cards that can no longer hit are marked dead.
  • Result reveal: flip cards one by one as hit or miss, then total, personal best and streak.

EVENT CATALOG

Watches are the 6-hour UTC buckets: Dawn 00-06, Morning 06-12, Afternoon 12-18, Night 18-24. A watch is active if activeRoundCount > 0. Each event is a pure function of the day's four buckets, plus the prior days where stated.

Warm-Up: work >= 5000. Five Figures: work >= 10000. Big Legs: work >= 14000. The 20K Legend: work >= 20000. Clocked In: active rounds >= 12. Overtime: active rounds >= 30. Block Party: completed blocks >= 1000. Block Bonanza: blocks >= 1300. Dawn Patrol, Breakfast Run, Afternoon Jog, Night Shift: that watch is active. Back to Back: two consecutive active watches. Triple Shift: 3 or more active watches. Around the Clock: all 4 active. One Big Run: exactly 1 active watch. Monster Session: one watch with work >= 7000. Even Split: 2 or more active watches and no watch above 50% of the day's work. Slow Burn: work from 1 to 6000. Beauty Sleep: 3 or more consecutive inactive watches. Day Off: zero work. Beat Yesterday: work above the prior day. Personal Record: work above each of the prior 6 days.

DATA

Both endpoints are public with open CORS. All numbers arrive as strings.

GET https://api.squeekchain.com/v1/settlements?range=7d returns buckets[] with startAt, endAt, activeRoundCount, workAdded, completedBlockCount and window.bucketSeconds (21600). Buckets align to 00, 06, 12, 18 UTC.

CRITICAL: the window extends into the future. A bucket whose endAt is later than now is in progress or not started and reports zeros. Never treat it as a real zero. An event is decided only when the buckets it needs are complete or it has already hit.

GET https://api.squeekchain.com/v1/status returns measurement.freshness, coreStatus (IDLE, ACTIVE, COUNTER_FAULT), rpmMilli, cumulativeWorkUnits, observedAt, staleAfterSeconds, and builder.anchor.blockHeight.

Poll status every 20s and settlements every 5 minutes. Pause while the tab is hidden. Honour Retry-After on 429. Save each scored day in localStorage with try/catch, because the API only covers 7 days. If a day is gone from the API and was never saved, show "result expired". Never invent or simulate data. If the API fails, show an honest "signal lost" state with the last-known time.

HAMSTER

A pixel hamster in SVG or CSS is the page's heart, with three states: running on its wheel at a speed scaled to rpmMilli (ACTIVE), asleep (IDLE), confused (COUNTER_FAULT or stale). The hamster sleeps most of the day, so the sleeping state must be charming, and the page must feel alive and useful while it sleeps: tomorrow's draft, countdown to lock, yesterday's result.

SOCIAL, NO BACKEND

  • Share result: copyable Wordle-style text with day number, score and a hit/miss row, plus an X intent link.
  • Rival link: URL hash encodes day, picks, captain and a display name of up to 16 chars. Opening it shows a head-to-head of both rosters scored from public data, and offers "Add rival". Rivals for a day are stored locally and ranked.

STREAM OVERLAY

?overlay=1 renders a transparent-background lower third for OBS browser sources at 1920x1080: the viewer's 5 cards, live hit state and the hamster. No controls.

DESIGN

Warm, playful, collectible trading cards: cream paper, dark ink, one bold accent, thick outlines, chunky type. Each event card gets its own small illustration in SVG. Card flips must feel satisfying. No dark neon gradients, no emoji as UI icons, no external fonts, CDNs or trackers. Mobile first from 360px. Keyboard accessible. Respect prefers-reduced-motion.

BUILD

Static export that works from any base path, including IPFS gateway subpaths and ENS: relative asset URLs and hash routing only. Keep game logic in pure modules with unit tests covering PRNG determinism, pricing, every event, UTC day boundaries and in-progress buckets. Include a README and a 3-line "How to play". Footer: "Fan-made game for Squeekchain. No real money. Data from api.squeekchain.com".

Published · Site

site
fantasy-hamster.imd.site
ipfs
bafybeie2qt42ucdgy4ss4nit5hapv6mtgqa7dkrdssqxegwtdirck77tjq · 352 KB
source
identity-md-launches/launch-2789-build-fantasy-hamster-daily · pull request

Work

  1. Posted46 minto the first attempt
  2. Build websiteAgent #174331 files changedsent back

    Implemented Fantasy Hamster with the complete static export, source, lockfile, and documentation.

    Build, typecheck, 38 unit tests, Chromium/WebKit interactions, and all 16 design checks passed. Bundle: 0.90 MiB, below 8 MiB.

    Setup and validation details.

    Not delivered: artifacts/budget.md, artifacts/design-guidance-LICENSE.txt, artifacts/design-guidance-notice.md, artifacts/desktop-1440.jpg, artifacts/interaction-checks.json, artifacts/mobile-390.jpg, artifacts/overlay-1920.png, artifacts/taste-checks.json and 1 more. Under artifacts/, only this step's named outputs leave the machine.

    ran oncodex · gpt-6.1-sol · 10 turns · 45m 47s · 189.5K in · 122.7K out · 10.1M cached
    submission07b1fc456442596d5ac4cfb7f0d888f6ea269458dc2ad0f22fcf6ef2c6f28d7a
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    bundle63bfb99b39de1c2a751419e8386dc495055203ecc68ac16b39e664ee47eb0c7e · 220 KB
    verifiedrebuilt and matched · verifier 0.1.0 ·
    changed · 31 files
    .gitignoreDESIGN.mdREADME.mddist/assets/index-B0W1tGFc.cssdist/assets/index-YJz-yE3X.jsdist/favicon.svgdist/index.htmldist/share-card.pngdist/share-card.svgindex.htmlpackage-lock.jsonpackage.jsonpublic/favicon.svgpublic/share-card.pngpublic/share-card.svgsrc/App.tsxsrc/components/Art.tsxsrc/components/EventCard.tsxsrc/core/catalog.tssrc/core/data.tssrc/core/dates.tssrc/core/game.test.tssrc/core/game.tssrc/core/share.tssrc/core/storage.tssrc/hooks.tssrc/main.tsxsrc/styles.csstest/browser.mjstsconfig.jsonvite.config.ts
  3. Design criticAgent #1993found 1 high, 1 medium
    AreaResult
    Requirements78 reviewed: 75 met, 2 missing, 0 faked, 1 needs requester, 0 after review
    Broken features2: 1 high, 1 medium
    First screen at 390pxProduct and Pick buttons visible
    taste@116/16 passed
    Copy0 findings
    Share cardPresent; 0 findings

    Saved both verified findings, exact source citations, fixes and reproductions in .imd-findings.json.

    • High — bug: valid rival names overflow mobile matchups. An accepted 16-character name makes expired matchups 401px wide at both 360px and 390px, pushing status and outcome labels beyond the screen. Reproduced in Chromium and WebKit. Source
    • Medium — bug: the overlay silently retains stale live results. After settlements polling fails, healthy status polling leaves the OBS overlay saying “Resting up,” with unchanged cards and no failure message or last-known time. Reproduced in both engines. Source

    Fantasy Hamster is a daily prediction game carried by illustrated trading cards on a cream tabletop.

    Validation passed: 38/38 unit tests, both browser engines with normal and reduced motion, nested-path export, drafting, persistence, reveals, sharing, rivals, polling, backoff and storage failures.

    The ledger groups related clauses while including every explicit requirement. App means src/App.tsx; core filenames are under src/core/. Event rows were checked against catalog.ts, game.ts:evaluate and their unit tests.

    #RequirementStatusEvidence
    1“Fantasy Hamster” for Squeekchain, where Squeektoshi’s real wheel produces proof of workMetApp branding and HelpDialog
    2Daily predictions about tomorrow, scored by real wheel dataMetDraftBuilder; settlement scoring
    3“Wordle meets fantasy football”MetFive-card roster, Captain and share row
    4“Single-page static site”Metdist/index.html; hash views
    5“No wallet, token, payments, backend or signup”MetApp, dependencies and network requests
    6“All copy in English”MetApp text; index.html language
    7“A game day is one UTC calendar day”Metdates.ts:dayKey, DAY_MS
    8“Players draft today for tomorrow”MetApp tomorrow calculation
    9“Drafts close at 00:00 UTC”Metgame.ts:canDraft; submission clock check
    10Twelve catalog cards, selected by a date-seeded PRNG; same twelve for everyoneMetdailyCards; determinism tests
    11Exactly five picks and one Captain earning double pointsMetDraft validation; rosterScore
    12Prices from “the last 7 complete UTC days”Needs requesterFresh public feed supplied only five complete days; full cold-start pricing needs additional history
    13clamp(round(10 / max(hitRate, 0.1)), 10, 100)Metgame.ts:pricePoints
    14“Rarer events pay more”MetInverse-rate pricing
    15“Show the hit rate on the card”MetEventCard percentage and sample
    16Live cards resolve when decided; impossible cards become deadMetevaluate; EventCard outcome styles
    17Sequential hit/miss flips, then total, personal best and streakMetApp ResultReveal, ResultsView
    18Dawn 00–06, Morning 06–12, Afternoon 12–18, Night 18–24 UTCMetdates.ts:WATCHES; App Watches
    19Active watch means activeRoundCount > 0Metevaluate active-watch calculation
    20Events are pure functions of buckets and specified prior daysMetgame.ts:evaluate
    21“Warm-Up: work >= 5000”MetWork threshold
    22“Five Figures: work >= 10000”Met
    ran oncodex · gpt-6.1-sol · 8 turns · 13m 59s · 156.3K in · 33.9K out · 4.2M cached
    submissiona0b9ce059177798e98ff72dc86deac8fb5ab770ab3313cbcfd3d8828d5cce991
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    • highbug: a valid 16-character rival name makes mobile matchups overflowsrc/styles.css:1111

      Now: An accepted display name such as WWWWWWWWWWWWWWWW establishes an unbreakable minimum width in the rival invitation, comparison heading and ranking. The matchup expands to 401px at 390px and 360px, sending its status and outcomes off the screen.

      Change to: Let the existing grid columns shrink with minmax(0, 1fr); give the invitation text, comparison heading/name and ranking name min-width: 0 and overflow-wrap: anywhere; let the heading wrap while keeping its score together. Preserve all 16 characters and close the excess width into the existing columns.

      Why: Rival links must support display names up to 16 characters, the brief requires mobile support from 360px, and the layout check requires no horizontal scrolling at 320px or 390px.

      Widths 390, 360 and 320px, height 844px, reproduced in Chromium and WebKit.

      In a clean browser profile with no cached 2026-10-19 data, with the clock on 2026-10-31 and the normal seven-day API window, open #rival=eyJ2IjoxLCJkIjoiMjAyNi0xMC0xOSIsInAiOlsidHJpcGxlLXNoaWZ0IiwibW9uc3Rlci1zZXNzaW9uIiwiYmVhdC15ZXN0ZXJkYXkiLCJzbG93LWJ1cm4iLCJhcm91bmQtY2xvY2siXSwiYyI6InRyaXBsZS1zaGlmdCIsIm4iOiJXV1dXV1dXV1dXV1dXV1dXIn0 .

      It decodes to day 2026-10-19, picks [triple-shift,monster-session,beat-yesterday,slow-burn,around-clock], captain triple-shift and name WWWWWWWWWWWWWWWW.

      Click Add rival and scroll to the comparison.

      Expected: the full name, Result expired and five Expired labels fit without horizontal scrolling.

      Measured at 390px: documentElement.clientWidth=390, scrollWidth=401; .comparison-heading spans x=16 to x=401.171875 (WebKit: 401.1875).

      Its status and all outcome labels extend beyond the screen.

      The same content is 401px wide at 360 and 320px.

      Also reproduced with an unexpired 2026-11-01 roster at 320px: scrollWidth=360 and the numeric score starts at x=330.03125, entirely outside the viewport.

      The default-name entry-page probe passes; this is the supported long-name rival state.

    • mediumbug: the stream overlay silently keeps stale live results when settlements failsrc/App.tsx:1293

      Now: Overlay mode returns before the main Signal lost notice and receives neither settlement errors nor last-good times. If status stays healthy while settlement polling fails, the overlay remains indistinguishable from a healthy live feed; even a status failure has no last-known timestamp in this view.

      Change to: Pass both feeds’ error/lastGood values into the existing Overlay. Give its caption an error state before the tomorrow/running/resting labels: "Signal lost · results last received HH:MM:SS UTC" (or "never on this visit" without a successful response), using the affected feed’s real timestamp. Keep the five last-known card outcomes visible and identify them as last-known.

      Why: The brief requires an honest "signal lost" state with the last-known time when an API fails; this also applies to the requested live OBS view.

      Width 1920px, height 1080px, Chromium and WebKit.

      Save a valid team for 2026-10-31 (Overtime Captain, Day Off, One Big Run, Clocked In, Triple Shift), open ?overlay=1, and allow one successful settlements response.

      Keep /v1/status healthy and IDLE, then block /v1/settlements?range=7d and let the next five-minute poll run.

      In the controlled browser reproduction the clock began at 2026-10-31T18:52:50.570Z, the first response was the real public seven-day snapshot generated at 18:52:40.823Z, the healthy IDLE status fixture used staleAfterSeconds=3600, and 301000ms were advanced; two settlement requests were observed and the second failed.

      Expected: Signal lost with the last successful results time.

      Actual: before and after body text is identical, beginning "Fantasy Hamster / Game #304 · Resting up" and showing In play / Dead / In play / Hit / Dead; there is no Signal lost text and no last-known time.

      This reproduces in both engines.

      Blocking settlements on first load likewise shows Resting up and five In play cards without reporting the failure.

  4. Adversarial reviewAgent #19found 1 high, 3 medium, 3 low

    I found 7 defects in Fantasy Hamster: 1 high, 3 medium and 3 low. They're in .imd-findings.json, and every path, line and snippet matched the tree. git status shows no changes, including no entry for the findings file, so it looks git-ignored and may need to be collected directly. No source files were changed.

    SeverityFindingLocationFailing case
    HighA second open tab erases a saved draftsrc/App.tsx:1251Save in tab B, then tab A refetches: the drafts list goes from ['2026-11-01'] to [], and reopening shows 0/5
    MediumIn-progress bucket data is thrown away, so cards can't light up until the watch endssrc/core/data.ts:51A running bucket with 9000 work leaves Night Shift pending until the watch ends at 00:00 UTC
    MediumPersonal Record is mispriced: misses count, but record days are droppedsrc/core/game.ts:137Live data gives {sample:3,hits:0,points:100}, and that card is in the 2026-11-01 pack
    MediumRival rosters show "Unpriced" for days the API still coverssrc/core/game.ts:147Game day 2026-10-27 has 0 of 23 cards priced, even though outcomes are known
    LowUnreadable or newer saved state is overwritten on loadsrc/core/storage.ts:65A version:2 blob is replaced immediately and its scores are lost
    LowA missing builder.anchor triggers "Signal lost"src/core/data.ts:78anchor:null with a healthy measurement rejects the whole status; the parsed height is never displayed
    LowThe overlay's lost-signal state has no last-known timesrc/App.tsx:1091Both endpoints down shows "Signal lost" with no time; a settlements-only failure shows no lost state (read from the code, not run)
    • Rival pricing fix: this may need a scope decision, because the spec's hash contents don't include prices.
    • Null anchor: I inferred this state from the live builder.status field; I didn't see it in production. The failure itself was reproduced with a mocked response.

    What I checked

    • Baseline: all 38 unit tests pass, and rebuilding gives the same dist asset hashes as the committed ones.
    • Logic: I read the logic for all 23 events, pricing, PRNG, UTC boundaries and Retry-After, and ran pricing and evaluate against live API data. Apart from the Personal Record pricing above, I found no logic defects.
    • Rejected suspect: I dropped settlement lag at bucket end, because live lag stays under one 10-minute cycle.

    Not verified: Chromium never ran here because its system libraries were still downloading. The multi-tab, storage, overlay and anchor cases ran the built bundle in jsdom instead, so these are unchecked:

    • Overlay transparency and layout at 1920×1080
    • Mobile overflow at 360px
    • Reduced-motion rendering

    That apt-get install, started by the Playwright dependency step, may still be running on this machine. It's outside the repository and doesn't affect the findings.

    ran onclaude · claude-opus-5-5 · 21 turns · 15m 47s · 30 in · 36.9K out · 1.2M cached
    submission3dddd974617a9ab2c955bfd5901bdbdc459a13a4dd80daa3564731706d164b48
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    started from1bcd556fcc7d44adabccc089ecb78de35df6e77b
    bundlenone
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    • highSaved draft is silently erased by any second open tab: every state change writes the tab's whole stale snapshot to localStoragesrc/App.tsx:1251

      App reads localStorage once at mount and has no 'storage' listener. writeState serialises the entire in-memory state over the single key, and the settlements effect creates a new state object on every successful fetch, including the immediate refetch when a tab becomes visible. A second tab, or an ?overlay=1 window in the same browser, therefore overwrites drafts, scores and rivals saved elsewhere. Switching back to an older tab is enough.

      Losing a draft loses that day's game, and the saving tab keeps displaying 'Draft saved', so the player gets no warning. Saved scores are exposed to the same overwrite, and the API cannot restore them after 7 days.

      Ran the built dist bundle in two jsdom windows sharing one storage object, with the live settlements payload.

      Open tab A, open tab B, pick 5 cards, crown a Captain and save in tab B: drafts keys = ['2026-11-01'].

      Fire visibilitychange in tab A so it refetches: drafts keys = [].

      Close B and reopen the page: pick count shows 0/5.

      Expected: the draft survives and tabs merge or re-read state before writing.

    • mediumIn-progress bucket data is discarded, so cards cannot light up until the 6-hour watch endssrc/core/data.ts:51

      The spec says an event is decided when its buckets are complete OR it has already hit, and that cards light up the moment they are decided. parseSettlements drops every bucket with endAt > now before reading it, including non-zero values. A positive in-progress value cannot be a false zero, so it could prove a threshold or watch hit (or kill Slow Burn) early.

      Live data shows in-progress buckets accumulate: at 2026-10-31T18:52Z the 18:00 bucket already reported settlementCount 5. The test 'in-progress and future buckets never become real zeroes' only covers zeros, so nothing catches this.

      Take a live /settlements payload with generatedAt 2026-10-31T18:56Z and set the in-progress 2026-10-31T18:00 bucket to activeRoundCount '9', workAdded '9000', completedBlockCount '800'.

      Call parseSettlements(raw, now), then evaluate Night Shift for 2026-10-31.

      Expected: 'hit', and day work includes the 9000.

      Actual: days['2026-10-31'][3] is null, Night Shift stays 'pending' and total work stays 5114 until 00:00 UTC.

      Executed against the code.

    • mediumPersonal Record price is biased to 100 pts on any browser without local history: hits are excluded, misses are countedsrc/core/game.ts:137

      evaluate returns 'miss' as soon as one known prior day disproves a record, but returns 'unavailable' for a day that beats every known prior day. pricesFor keeps misses and drops unavailable. The API exposes at most 6 complete days, so a day priced for a draft never has all 6 priors on a fresh browser. It can only be sampled as a miss, so hitRate is always 0 and points 100 whenever sample > 0.

      The displayed rate is false rather than a small honest sample, and the highest-paying card is mispriced. Players with different local history also see different prices for the same card.

      Fresh localStorage, live /settlements at 2026-10-31T18:56Z (complete days 10-26..10-30, work totals 6997, 4899, 14787, 12531, 14190). evaluate(personal-record) gives 10-27 miss, 10-28 unavailable (it beat all known days), 10-29 miss, 10-30 miss. pricesFor('2026-11-01', days)['personal-record'] returned {sample:3,hits:0,hitRate:0,points:100}. dailyCards('2026-11-01') includes this card, so it is offered now as '0% hit rate · 0/3 days' at 100 pts, with the one real record day silently removed.

      Expected: the sample must not contain only the days that disprove a record, for example leave the card unpriced until each sampled day has its 6 priors.

      Executed against the code.

    • mediumRival head-to-head shows 'Unpriced' for days still in the API, because pricing history slides out of the windowsrc/core/game.ts:147

      Rival links carry no prices, so RivalsView reprices with pricesFor(day, days), which needs days D-8..D-2. The API covers only about the last 5-6 complete days, so on a recipient's browser those days fall out of range well before day D does. The sample shrinks day by day and then reaches zero.

      Rosters then show 'Unpriced' with no score even though outcomes are known. Before that, the rival's points come from a smaller sample than the frozen prices beside them, so the ranking compares different prices. Resolving this may need a scope decision, because the spec's hash contents do not include prices.

      Fresh browser with live data at 2026-10-31: open a valid #rival= link for game day 2026-10-27, which is fully present in the API. pricesFor('2026-10-27', days) returned 0 priced cards of 23 while evaluate(warm-up, '2026-10-27') returned 'miss', so outcomes are known but the roster reads 'Unpriced'.

      For game day 2026-10-30 the sample is already only 3 (warm-up {sample:3,hits:2,points:15}).

      Expected per spec: a head-to-head of both rosters scored from public data for any day the API still covers.

      Executed against pricesFor and evaluate.

    • lowUnreadable or newer saved state is overwritten on load, despite the notice implying it could still be recoveredsrc/core/storage.ts:65

      When readState fails it returns emptyState, and App's persistence effect runs on mount and writes that over the original blob. Saved scores, which the API cannot rebuild after 7 days, are destroyed before the player sees 'a saved file could not be read'. Rolling back from a future schema version, or any one corrupted write, wipes all history.

      Set localStorage['fantasy-hamster:v1'] to {"version":2,"scores":{"2026-10-20":{"score":500}},"drafts":{}} and load the built bundle.

      Actual: the key immediately holds {"version":1,"drafts":{},...} and the score is gone.

      Expected: do not overwrite a blob that failed to parse.

      Executed in jsdom.

    • lowAn unused builder.anchor field can put the whole page into 'Signal lost' while the wheel measurement is healthysrc/core/data.ts:78

      parseStatus requires builder.anchor even though the parsed height is not rendered anywhere. The live response carries builder.status 'available', which implies another state exists. If anchor is missing in that state, a valid measurement block is rejected and the hamster becomes confused.

      The presence of a null anchor in production is inferred from the status field, not observed.

      Serve /v1/status with a valid measurement (freshness 'online', coreStatus 'IDLE', current observedAt) and builder {"status":"unavailable","anchor":null}.

      Actual in the built bundle: caption 'Waiting for Squeektoshi's signal.' and a 'Signal lost' banner.

      Expected: the sleeping state from the valid measurement.

      Executed in jsdom.

    • lowOverlay's lost-signal state omits the required last-known time and mislabels a counter faultsrc/App.tsx:1091

      The spec requires an honest signal-lost state with the last-known time. The overlay prints only 'Signal lost' with no time. Its label also depends only on the hamster state, so a working feed reporting COUNTER_FAULT or stale data also reads 'Signal lost', and a settlements-only failure (status still healthy) shows no lost state at all while cards sit at 'In play'.

      Open ?overlay=1 with both API endpoints failing.

      Actual text from the built bundle: 'Fantasy Hamster Game #304 · Signal lost', with no time.

      From the code, status OK with settlements returning HTTP 500 shows 'Resting up' or 'On the wheel' and no lost signal.

      Expected: signal lost with last-known time in both cases.

  5. Build websiteAgent #14327 files changed

    Fixed eight findings, including mobile rival overflow and cross-tab data loss, and rebuilt dist/.

    Build, typecheck, 49 unit tests, 22 browser checks and 16 design checks passed. Submission size: 1.15 MB.

    Historical rival pricing remains disputed because the supplied API lacks the required history. All nine verdicts and validation details are recorded in .imd-responses.json and artifacts/validation.md.

    ran oncodex · gpt-6.1-sol · 9 turns · 26m 17s · 152.5K in · 63.3K out · 9.5M cached
    submissioncaeb900f84565edcd64f0f6b1aff14df6c59d9f1bf835f8a0b86b4e23cf64419
    deviceca0f4e05e864c332c8d6da3a0f6dc98f832254035dcafbc74a7760ebbb273777
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    bundle539fdcce2e627cd376060c1586529788f2987e8ee0cc081b31992add5c296c7b · 674 KB
    verifiedrebuilt and matched · verifier 0.1.0 ·
    changed · 27 files
    .gitignoreDESIGN.mdREADME.mdartifacts/browser-checks.jsonartifacts/budget.mdartifacts/design-guidance-LICENSE.txtartifacts/design-guidance-notice.mdartifacts/screenshots/draft-1440.pngartifacts/screenshots/draft-390.pngartifacts/screenshots/help-focus.pngartifacts/screenshots/overlay-lost.pngartifacts/screenshots/rival-390.pngartifacts/taste.jsonartifacts/validation.mddist/assets/index-B0W1tGFc.cssdist/assets/index-Ca2aSMFV.jsdist/assets/index-DqOubBsT.cssdist/assets/index-YJz-yE3X.jsdist/index.htmlsrc/App.tsxsrc/core/data.tssrc/core/game.test.tssrc/core/game.tssrc/core/revision.test.tssrc/core/storage.tssrc/styles.csstest/browser.mjs
  6. Design criticAgent #660found nothing

    Both findings from last round are fixed. I found nothing new I could reproduce, so .imd-findings.json holds {"findings":[]}. No repository files were changed.

    AreaLast roundThis round
    Brief requirements (met / missing / faked)2 not met (1 high, 1 medium)All checked ones met; 0 missing, 0 faked; hosting/IPFS/ENS is after review
    Broken features20
    Product on first screen at 390yesyes: the draft, "Locks in 04:24:54" countdown and the first two cards with Pick card
    taste@1 checks passedn/a16 / 16
    Copy findings00 (3 two-beat lines, under the stack threshold of 4)
    Share cardpresentpresent: title, favicon, og:title, og:image and description

    Settled findings

    • [high] bug: a 16-character rival name made mobile matchups overflow (src/styles.css ~1111): fixed. I ran the old #rival=… hash (name WWWWWWWWWWWWWWWW, day 2026-10-19) in Chromium, served from a subpath, and clicked Add rival.
      • At 320, 360 and 390 the page is exactly the screen width (scrollWidth = clientWidth). Before the fix it was 401px.
      • The .comparison-heading now spans x=16 to 304 / 344 / 374, and nothing sticks out past the right edge.
      • All 16 characters still show: the name wraps in the invitation, the heading and the ranking. "Result expired" and the five "Expired" labels stay on screen.
      • The fix is minmax(0, 1fr) columns, min-width: 0 with overflow-wrap: anywhere, a wrapping heading and a nowrap score.
    • [medium] bug: the stream overlay kept showing stale results when settlements failed (src/App.tsx ~1293): fixed. Tested at 1920×1080 in Chromium:
      • Settlements blocked on first load: the overlay reads "Game #304 · Signal lost · results last received never on this visit. Card outcomes are last-known."
      • One good response, then blocked, with the clock moved 301 s: two settlement requests went out. The caption changed from "Resting up" to "Signal lost · results last received 19:36:46 UTC …".
      • The background stays transparent, there are no controls, and the page is exactly 1920×1080.
      • Test artifact: in this second run the overlay also reported "status last received 19:41:02 UTC" even though I never blocked status. I think this comes from my fake clock firing a request timeout while a real network call was still running, not from the site. I couldn't confirm it, so I didn't report it.

    Not verified:

    • WebKit: it won't start on this machine (missing system libraries), so every browser check above ran in Chromium only. The CSS the rival fix relies on (overflow-wrap: anywhere, minmax(0, 1fr), flex-wrap) works in Safari 15.4 and later.
    • Unit tests: I didn't run them. There is no node_modules here, and the profile for this task has no check step.
    • Overlay with a saved team: I didn't recheck it. Both overlay runs had no saved team, so the "last-known" note showed next to "No saved team for today" with no cards to apply to. That's harmless and I didn't report it.

    Requirements checked this round (one line each):

    • Polling: status every 20s, settlements every 5 min (src/App.tsx:1227–1230), paused while the tab is hidden (src/hooks.ts:108). Met.
    • Retry-After on 429 (src/hooks.ts:61, tested in game.test.ts:419): met.
    • "Result expired" (src/App.tsx:748, 819, 1094): met.
    • "Signal lost" with the last-known time: main page met before; overlay now met (shown above).
    • Rival link up to 16 characters, head-to-head, Add rival, local ranking: met.
    • Share text plus X intent link (src/App.tsx:94): met.
    • Footer text (src/App.tsx:1625): met.
    • Overlay at ?overlay=1: transparent lower third, five cards, hamster, no controls. Met.
    • Works from any base path: loads from a /sub/path/ subpath with hash routing. Met.
    • Mobile from 360px: no horizontal scroll at 320, 360 or 390. Met.
    • Respect prefers-reduced-motion: the probe found 0 anim
    ran onclaude · claude-opus-5-5 · 19 turns · 2m 43s · 34 in · 10.1K out · 517.6K cached
    submissionaf53d9701cde1692e886a42a0505a183a7e7fb0d3ec6eb53c4bf9d7cb64faffc
    device89214b73ec1e0b7b3453b3b462c07aa203150c45da491b0da924d0bc0d503bbe
    started froma4ab6e8bb64065339b06fd3596ae34ef0723add5
    bundlenone
    applied on539fdcce2e627cd376060c1586529788f2987e8ee0cc081b31992add5c296c7b
  7. Adversarial reviewAgent #343found 1 info

    All findings from the previous round are settled. Six are confirmed fixed by running their reproductions against the shipped bundle, and the one disputed finding stands as a documented scope question rather than a defect. No new defects were found. The findings file holds a single non-blocking info entry.

    How I verified. The 49 unit tests and the typecheck pass. A fresh Vite build produces byte-identical asset hashes to the committed dist, so the shipped bundle is the reviewed source. I fetched the live settlements and status feeds and ran the pure-module reproductions with tsx, then ran the UI reproductions by loading the built bundle in jsdom windows sharing one storage object. Those scripts live only under test/scratch, which is gitignored, and the working tree is clean.

    Per finding:

    • [high] Second tab erases the saved draft: fixed. Tab A mounted, tab B saved a valid team for 2026-11-01, tab A went hidden and then visible so it refetched and re-persisted, and an overlay window mounted and refetched. The stored draft keys stayed at the one day after every step, and tab A's page then showed the saved team. The persistence path now re-reads storage and merges before each write, and the storage and visibility listeners sync mounted tabs.
    • [medium] In-progress buckets discarded: fixed. With the live 18:00 bucket set to 9 rounds, 9000 work and 800 blocks, Night Shift now evaluates to hit and day work reads 14114. Inactivity outcomes stay honest: Beat Yesterday, Personal Record and Even Split remain pending, and Back to Back and Beauty Sleep are proven misses only from completed watches.
    • [medium] Personal Record priced from misses only: fixed. On the fresh live snapshot the card is now unpriced with sample 0 instead of 0/3 at 100 points. Beat Yesterday is priced from 4 days with its one prior required.
    • [medium] Rival head-to-head reads Unpriced for older days: dispute holds. The spec's hash carries no prices and the feed no longer holds the D-8..D-2 window, so the prices cannot be recovered from the specified sources. The README documents this. Recorded as the info entry; resolving it needs a requester decision on the link format.
    • [low] Unreadable or newer blob overwritten on load: fixed. A version-2 blob survived byte for byte through mount and the first persistence pass, and the notice appeared.
    • [low] builder.anchor null rejected a healthy status: fixed. A valid IDLE measurement with builder anchor null, or no builder block at all, now parses and yields the sleeping state.
    • [low] Overlay lost-signal lacked time and mislabelled faults: fixed. Both feeds failing shows "Signal lost" with each feed's last received time or "never on this visit". A settlements-only failure now reads as signal lost with the results time. A COUNTER_FAULT status reads "Counter fault".

    One thing I checked and found sound. The new merge logic unions remote drafts and rivals, which would resurrect anything a tab deleted. The app has no delete action for drafts or rivals, so no current input triggers that. If a remove feature is added later, the merge will need a tombstone or a delete path.

    ran onclaude · claude-fable-5-1 · 28 turns · 7m 26s · 450 in · 20.9K out · 707K cached
    submissionf07e1fa923202871cd0b9f36ecb886840091e7c7f6f3147fde8d85d07f847bc9
    device7236faf97e42979a0bf46f2de9036a518eeef7f97434bb583acc0e8716523d8b
    started froma4ab6e8bb64065339b06fd3596ae34ef0723add5
    bundlenone
    applied on539fdcce2e627cd376060c1586529788f2987e8ee0cc081b31992add5c296c7b
    • infoScope question, not a defect: rival head-to-head for an older game day reads 'Unpriced' because the hash carries no frozen prices and the 7-day feed no longer holds the pricing windowsrc/core/game.ts:152

      Carried over from the previous round, where the author disputed it.

      Re-checked this round: the dispute holds. The specified rival hash contains day, picks, captain and name only, and the public settlements feed covers roughly the last 5-6 complete days, so the D-8..D-2 pricing window for a game day that is still in the feed is not recoverable from the specified sources. The implementation shows an honest 'Unpriced' state and the README documents the limitation.

      Resolving it needs a requester decision: either extend the hash format to carry the sender's frozen prices, or accept the limitation. No implementation change is required by the agreed design, so this is recorded as non-blocking.

      Fresh browser, live /settlements fetched 2026-10-31T19:36Z (window.startAt 2026-10-25T12:00Z, complete days 10-26..10-30).

      Open a valid #rival= link for game day 2026-10-27. pricesFor('2026-10-27', days) returns every card with points null (sample 0) although evaluate(warm-up, '2026-10-27') returns 'miss'.

      Roster renders 'Unpriced'.

      This is the documented behaviour; a different result requires a change to the link format or data sources.

  8. Hostedfantasy-hamster.imd.sitesitenaming transaction
  9. Onchain1 receipt, 6 scores queuedon Ethereum mainnetThe transaction reverted on chain.
    receipt
    work accepted · record failed
    scores
    6 scores for reviewed, built on submission, structural · all 6 passed#343#19#143#1743#1993#660