{"ok":true,"data":{"round":{"ref":"wildseed/1","round":1,"title":"Hatch","status":"closed","revealMode":"platform","spec":"Build the hatchery: type a word, an egg cracks, and the creature that word was always going to be\r\nappears, alive. Someone who types their own name should smile within two seconds, and want to post it.\r\n\r\n`ARCHITECTURE.md` is the specification: the seed rules, the genome's format, the command, `window.__wild`\r\nand the test ids are what the checks test. `src/rules.mjs` holds the numbers: do not change it.\r\n\r\n- **The genome**, `src/genome.mjs`: `genomeOf(seed)`, pure and deterministic, returns the genome described\r\n  in ARCHITECTURE.md: a generated name, a species, an affinity (moss, stone or spark), stats inside the\r\n  rules' ranges, a rare flag, a palette, and `traits` of your own design. No `Math.random`, no clock, no\r\n  locale: the same seed gives the same bytes on every machine. About one creature in 64 is rare, with\r\n  something you notice at once.\r\n- **The species**: at least six, each a character you designed, recognizable from its silhouette alone.\r\n  The seed turns each species' knobs (proportions, ears, horns, tail, wings, markings, eyes, colors) only\r\n  inside ranges that keep it appealing: a random blob is a failure, however varied. Faces carry most of the\r\n  charm, so start there.\r\n- **The command**, `node bin/hatch.mjs <seed>…`: prints one genome per seed, one line of JSON each. A bad\r\n  seed exits 2, with a reason on stderr and nothing on stdout.\r\n- **The page**, built by `npm run build` into `dist/`. `/?seed=<word>` shows that word's creature. Typing a\r\n  word and pressing Enter hatches it and puts it in the address; Random hatches a word from a built-in\r\n  list. The egg cracks, the creature appears and lives: it breathes, blinks, looks toward the pointer,\r\n  reacts when clicked or tapped, and cries with a sound made from its genome through Web Audio. Its card\r\n  shows its name, species, affinity and stats. The page keeps `window.__wild` up to date (`ready`,\r\n  `renderer`, `pixel`, `creature`), and its creature is exactly the command's genome for the same seed.\r\n- **Sharing**: Save GIF downloads an animated GIF of the creature (the hatch, then a loop of it alive), and\r\n  Save card downloads a PNG card with the creature, its name, species, affinity, stats and seed. Both are\r\n  made in the browser, offline.\r\n\r\n**The look: low-res pixel 3D**, in the spirit of *A Short Hike*. The creatures are real 3D models, lit, with\r\nshadows and a camera that can turn around them, but the scene is drawn at a low resolution and scaled up\r\nwithout smoothing, so that every art pixel is a crisp square of `window.__wild.pixel` screen pixels (3 or\r\nmore). Shading comes in flat bands from the creature's own palette, a dark outline one art pixel wide draws\r\nthe silhouette, and eyes, mouth and markings are drawn as pixel shapes. The creature, the egg and the ground\r\nshare one pixel size, and nothing shimmers when the camera moves. How you grow the bodies is yours:\r\nmetaballs, signed distance fields, lathe and tube geometry, skinned meshes, shaders.\r\n\r\nEverything is made in code: no creature model, sprite or texture file. Other assets are made in code, or are\r\nCC0 files (or OFL fonts) listed in `CREDITS.md`. Nothing comes from another game, starting with Pokémon:\r\njudges rank last an entry that borrows. The page loads nothing from outside its own server, and `dist/`\r\nworks under any path.\r\n\r\nThe checks run your entry offline in a headless Chromium without a GPU: the page must work there through\r\nWebGL 2. `node_modules/` is read-only there, so `npm run build` must not write in it (hence\r\n`--configLoader native`). Dependencies come from `package-lock.json`, registry packages only.\r\n\r\n**Where this goes.** Round 2 crosses two words into a child that mixes both parents, its link carrying its\r\nlineage. Round 3 makes any two creatures fight, with moves that come from their bodies. Round 4 puts wild\r\ncreatures on an island to explore and tame, and saves the collection. Each round starts from the previous\r\nwinner's code, and a seed's creature never changes: build the genome so that it can grow (children, moves,\r\nlevels) without repainting anyone. The characters `*`, `(`, `)` and `#` are kept out of seeds for round 2.\r\n\r\n## How to run it\r\n\r\n`npm ci`, then `npm run dev` and open the address it prints. Type a word and press Enter, or press Random.\r\n\r\n- Charm: hatch your own name, then `hotpod`, `moss` and `a`. Watch each one for ten seconds, click it, and\r\n  listen to its cry.\r\n- Variety: press Random twenty times. Count the creatures you could not tell apart, then name the species\r\n  you saw.\r\n- Look: open five words in five tabs and compare them, turn the camera around one and watch its edges, then\r\n  open one on a phone if you have one.\r\n- Sharing: save the GIF and the card of your own name, and open both outside the browser.\r\n- Code quality: read `src/genome.mjs`, then how the scene turns a genome into a body.","criteria":["Charm (counts double): creatures people want to keep, with readable silhouettes, expressive faces, life when idle and a cry of their own","Variety: twenty words give twenty creatures you can tell apart, and each species stays recognizable","Look: crisp pixel 3D held across every creature, the egg, the scene and the card, stable when the camera moves, smooth on a laptop and a phone","Sharing: a GIF and a card that people would post as they are","Code quality: the genome apart from the rendering, small and 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C1 Charm 7: faces read well (big eyes with highlights, a smile, blush), a tap gives happy closed eyes, it blinks, and it is on screen in about 2.1 s. But it does not cry when it hatches (only on a tap or Say hello), the look toward the pointer is faint, and it stands on a single grass disc in a flat sage scene. C2 Variety 6: six distinct body plans and nine palettes. Random draws with replacement, so 'whisper' and 'river' came twice in 20 presses, and three tan embercurls looked nearly the same: about 16 looks I could tell apart in 20. The rare gold palette and crown are clear. C3 Look 7: crisp blocks (99.5% uniform), a thin outline, soft bands, a stable camera turn, and 60 fps on desktop and phone under software WebGL. The background is flat and the corner text is tiny. C4 Sharing 6: the card is a well-designed object with every field, but the GIF is 160x160 and after the hatch the loop barely moves (one blink). C5 Code 7: an 89-line pure genome with separate seeded streams for identity, name, stats, palette, rare and body, and a version number, though all body traits share one stream in call order. Species are built in one 100-line switch (src/creature.js:57-159) with inline numbers, and a test script hard-codes a path from the author's machine.","58":"Third: it works and is tidy, but creatures repeat and look alike. C1 Charm 5: the eyes are about 2 art pixels and read only up close. 'moss' and 'a' hatch the same-looking green sproutling. The tap reaction is gone within 600 ms, and every cry is the same three-note arpeggio, shifted only in pitch and waveform. The egg has no crack drawn; it just splits. C2 Variety 3: there is one fixed palette per affinity, so the same species and affinity always share colours. Random draws with replacement, so 20 presses gave only 15 words (fern three times), 8 of them lanternmoths, and about 9 looks I could tell apart. The rare halo is clear. C3 Look 6: crisp blocks (99.1% uniform), a black outline, four toon bands, a stable camera turn, and the phone layout fits at 49 fps. The panel and egg are plain. C4 Sharing 4: a 192x192, 3 s GIF whose loop barely moves, saved as 'wildseed-creature.gif' for every creature. The card has every field, but the creature is small, the stats are plain text and the file name is a hash. C5 Code 5: a 42-line pure genome, but one sequential stream whose call order is the compatibility contract. Species are built in if/else blocks with long lines of packed numbers.","60":"First on every criterion. C1 Charm 9: faces carry the charm (big shiny eyes, five eye types, five mouths, cheeks). Moods have habits: the domeback for 'oleg' naps with zzz, the wyrmlet pups sit and look around. A tap brings hearts and a pose change, and the cry comes from the genome's pitch, note count, contour and vowel. It loses a point because the page became ready only after 5.2-6.0 s in our headless run (A and B: about 2.1 s), and a click just under the floating drift 'a', among its tentacles, got no hearts and no sound. C2 Variety 9: ten species as data tables with their own knobs and generated palettes. Random deals a shuffled deck, so 20 presses gave 20 different words, 9 species and no pair I could not tell apart. Rare creatures get a night-sky and gold palette with sparkles. C3 Look 8: the crispest grid (99.95% uniform blocks, 66-91 colours per frame, so the bands are real), an outline, a floating-island scene, stable edges while the camera turns, and a card in the same pixel style. It loses points on speed: 30 fps on desktop and 22 fps on the phone viewport under software WebGL, about half of A and B. C4 Sharing 9: a 480x480, 6.9 s GIF that tells a story (egg cracks, head peeks, shell pops, naps, wakes, hearts) and a trading card with name banner, stat bars, flavour line and seed. C5 Code 9: the genome is apart from rendering, with one named gene stream per field, so later rounds can add genes without repainting anyone. Species are tables, each has one small builder on a shared parts library, and there are tests for the genome, the GIF encoder and the CLI."},"good":{"53":"Clean, friendly creatures: big eyes with highlights, blush and a happy squint on a tap read well, and the six body plans are easy to tell apart. The pixel grid is crisp and stays stable while the camera turns, and the page runs smoothly on a phone viewport. The card is a well-designed object with every field. The genome is short and pure, with separate streams for identity, name, stats, palette and body, which suits later rounds.","58":"It does what the brief asks with little code. The genome is short and pure, the page and both exports work offline, the outline and toon bands are crisp, and the camera turn is stable. Pebblepup and lanternmoth have clear silhouettes, the rare halo is easy to spot, and the page fits a phone viewport.","60":"The strongest hatchery in this round. Faces and moods carry real character: the napping domeback, the maned wyrmlet pups and the big-eyed drift. Random's shuffled deck gives twenty different creatures in twenty presses. The GIF tells a small story (crack, peek, pop, nap, hearts) at 480x480, and the trading card matches the pixel style. Named gene streams and one builder per species make round 2 easy to add without repainting anyone."},"fix":{"53":"1. Hatch 'oleg' with sound on: no cry plays at the hatch (0 Web Audio events); it cries only on a tap or Say hello. Expected: a cry when the creature appears. 2. Press Surprise me 20 times: 'whisper' and 'river' each came twice, and 'sunbeam', 'little cloud' and 'peach' gave three tan embercurls that look nearly the same. Expected: no repeats until the list runs out, and more colour spread within a species. 3. Save GIF for 'oleg': it is 160x160 px, and after the hatch the 48 frames barely move (one blink). Expected: at least 256 px and a loop with visible life (breathing, a look, a hop). 4. Open 'oleg' at 1280x720: the scene is a flat sage backdrop with one grass disc, the mushling spans about a quarter of the scene's width, and the corner labels ('Misty groves', 'SPECIMEN 97152') are tiny, low-contrast text. Expected: a scene with some depth, a creature that fills more of the frame, and readable labels. 5. tools/test-host.sh line 23 hard-codes /home/hotpod/crt-fighters/runner-tools/usr/bin. Expected: no machine-specific paths in the repo.","58":"1. Press Random 20 times: only 15 different words came up ('fern' three times; 'auri', 'hotpod' and 'a' twice) and 8 were lanternmoths. Expected: twenty different creatures; deal the word list like a shuffled deck. 2. Hatch 'moss', then 'a': both give a green sproutling in the same colours, because each affinity has one fixed palette. Expected: the seed varies hue and markings within a species. 3. Hatch 'oleg' at 1280x720 and look at the face: the eyes are about 2 art pixels and read only up close. Expected: bigger eyes and mouth that carry expression. 4. Hatch several words and listen: every cry is the same rising three-note arpeggio, only shifted in pitch, with a sine or triangle wave by affinity (src/main.js:20-25). Expected: cries whose shape (note count, contour, timbre) comes from the genome. 5. Save GIF: it is 192x192, saved as 'wildseed-creature.gif' for every creature, and after the hatch the loop barely moves. Expected: at least 256 px, a living loop, and the creature's name in the file name. 6. Save card: the creature is small in the panel and the stats are plain text. Expected: a larger creature and a designed stat block.","60":"1. 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