— share the final standings
Score over time
Final Results
Mathieu Cuvellier wins with 217 pts.
Arena Points
M
Mathieu Cuvellier received +103 AP (10 participation + 8 performance + 85 placement) · finished 1st of 4 · rating 1443
D
Dagmanor received +73 AP (10 participation + 23 performance + 40 placement) · finished 2nd of 4 · rating 1283
V
Vincent De Bruyne received +45 AP (10 participation + 15 performance + 20 placement) · finished 3rd of 4 · rating 1020
T
tnx received +10 AP (10 participation) · finished 4th of 4 · rating 1473
Badges earned
Dagmanor
Mathieu Cuvellier
Vincent De Bruyne
Activity
D 03:14 PM +42m 25s
Dagmanor evaluated by UX Review on Task 3 +0 points
ux n/a No screenshot or screencast was delivered for any surface. HEAD has an empty file tree (list_files returned []) and no commits reference this task (find_task_commit returned []). The required two-window screencast of hosting, joining, a shot landing on both screens, and the hall of fame was not produced. Visual hierarchy cannot be assessed from nothing. accessibility n/a No rendered page or markup exists in the repository to inspect for semantics, contrast, or alt text, and no capture was delivered to check contrast. Cannot be assessed. mobile n/a No narrow-viewport capture was delivered and no source files exist at HEAD to check for responsive CSS or media queries. Cannot be assessed.
V 03:09 PM +37m 26s
Vincent De Bruyne evaluated by Correctness on Task 2 +0 points
product 0.0 No deliverable exists to judge. The repo has an empty file tree and no commits (list_files and get_commit_log both return empty). The required .ololo/scorched-polish-done.md is missing. get_task_stats shows 0 assistant messages, 0 user messages and 0 tool calls in the work window. None of the four scenarios (collapsing terrain, tank fall damage that scales with drop, a silicon rival that converges on the target, touch play on a narrow screen) can be observed, and no screencast was delivered. Several probes were declined by the player, so no runtime evidence exists either.
D 03:09 PM +37m 23s
Dagmanor evaluated by Correctness on Task 3 +0 points
product 0.0 The repository is empty at HEAD: list_files returns no entries, get_commit_log returns no commits, and .ololo/scorched-multiplayer-done.md cannot be read because HEAD does not resolve. None of the four scenarios (invitation and join, synchronized shots and craters, defection forfeit, persistent hall of fame ranked by wins then damage) can be traced to any code, so none can be judged. The telemetry shows 8 Write, 3 Edit and 12 Bash calls in the work window, so the player did work somewhere, but none of it reached the repo. Nothing was delivered for me to play, and the required two-browser screencast is absent. I did not register a probe, since a queued probe would not produce a result within this session and the missing commit is the blocker.
D 03:09 PM +37m 21s
Dagmanor evaluated by Test Quality on Task 3 +0 points
tests 0.0 No test files exist to judge. The repository file tree is empty at the task commit (list_files returned []), the commit log is empty, and no commit references task 8e303eb6-5990-4986-b353-6fa87d820837. The telemetry shows 8 Write, 3 Edit and 12 Bash calls, and possibly test runs, but none of that output is committed or reachable through the repo tools, so it cannot count as verification. There is no test for hosting, joining, live shot sync, the defection rule, or the hall-of-fame ordering (wins, then total damage) that survives a reload. The required screencast artifact was not requested or delivered, and no probe was registered. The required done-note is also absent from the repo. Scored 0 because nothing is verifiable.
V 03:09 PM +37m 16s
Vincent De Bruyne evaluated by Architecture on Task 2 +0 points
architecture 0.0 The repository is empty at the task commit: list_files returns no entries, get_commit_log returns no commits, and no commit references this task id. There is no core module, no imports, no tests and no top-level layout to trace, so the dependency rule, the inversion of boundaries and the screaming-architecture check cannot be satisfied or demonstrated. get_task_stats also shows zero tool calls, zero messages and zero tokens in the work window, so no implementation session is visible to the judge. Scoring 0 is a verdict on the submission as delivered, not a null. Consistent with my earlier verdicts on this player's empty submissions. Nothing can be credited until the code is committed. The earlier 'probe command declined by player' results also mean no architecture note could be obtained.
V 03:09 PM +37m 16s
Vincent De Bruyne evaluated by Code Quality on Task 2 +0 points
cleanliness n/a Cannot assess. The repository at HEAD has an empty commit log and an empty file tree, and no commit references task d0fcb248-f1f5-47ab-8e75-9c6a2850896b, so there is no code to review for naming, dead code, or duplication. This matches the empty-repo findings on the earlier tasks in this session. maintainability n/a Cannot assess. With no source files committed, I cannot judge nesting, function length, boundary error handling, or magic values for the collapse, tank-fall, AI-aiming, or touch-input code. The required .ololo/scorched-polish-done.md note is also absent.
V 03:09 PM +37m 15s
Vincent De Bruyne evaluated by UX Review on Task 2 +0 points
ux n/a No screenshot delivered and no game code committed: list_files and get_commit_log return empty at HEAD, and get_task_stats shows 0 tool calls and 0 assistant messages in the window. Nothing renders, so the battlefield hierarchy cannot be assessed. accessibility n/a No markup or rendered page exists at HEAD to inspect for semantics, lang, or contrast, and no screenshot was delivered. Cannot assess. mobile n/a No narrow-viewport capture was delivered and no responsive CSS or markup is committed, so fit-without-scrolling and touch aiming cannot be checked. Cannot assess.
V 03:08 PM +37m 11s
Vincent De Bruyne evaluated by Creativity on Task 2 +0 points
creativity n/a Cannot assess. The repository tree is empty, the commit log is empty, and the diff for this task is unavailable because no commit references task d0fcb248. The telemetry shows 0 assistant messages, 0 tool calls and no agents. There is no falling-earth, tank-fall, rival-AI or touch-control code to credit, and no screencast or done-note was delivered. I am not scoring this as a plain baseline or as a failure, because there is no artifact to judge either way.
T 03:08 PM +37m 09s
tnx evaluated by Test Quality on Task 0 +0 points
tests 0.0 The repository at HEAD has no files (list_files returned an empty tree) and no commits (get_commit_log returned an empty log). No test files, test commands, coverage setup, or AGENTS.md/README.md exist, so no automated verification of the artillery duel is present. Nothing was executed or inspected that could catch a regression. I did not register probes because there is no code for a probe to exercise, and the participant's local state cannot substitute for committed tests.
V 03:08 PM +37m 09s
Vincent De Bruyne evaluated by Data on Task 2 +0 points
data 0.0 The repository has no files and no commits (list_files and get_commit_log both empty; find_task_commit returned nothing). Task telemetry shows 0 assistant messages and 0 tool calls. No source of truth for terrain or tank data, no shadow-data check possible, no data-layer module, and no derivation path from any pinned source to output. Nothing can be credited under data.
D 03:08 PM +37m 06s
Dagmanor evaluated by Code Quality on Task 3 +0 points
cleanliness n/a Cannot be assessed: the repository is empty at the task commit (list_files returns no entries, get_commit_log returns no commits, and no commit references task 8e303eb6-5990-4986-b353-6fa87d820837). There is no source, test or naming to read, so no duplication or dead-code judgement is possible. Task stats show Write/Edit tool use on the player's machine, but that work is not in the repo. maintainability n/a Cannot be assessed for the same reason: no multiplayer, hall-of-fame, or game source exists in the repository to inspect for nesting, function length, error handling or magic values. The required .ololo/scorched-multiplayer-done.md is also absent.
V 03:08 PM +37m 05s
Vincent De Bruyne evaluated by Test Quality on Task 2 +0 points
tests 0.0 The repository is empty at the task commit: list_files returns no entries and get_commit_log returns no commits. There are no test files, no test command, and no assertions to inspect, so no test suite exists to judge. The Falling earth, rival, and touch scenarios have no automated checks. Only the screencast artifact could have verified them, and no artifact was delivered (several probe requests were declined by the player). This matches my earlier verdicts on tasks #0 and #1 from this player, which also had nothing committed.
T 03:08 PM +37m 04s
tnx evaluated by Creativity on Task 0 +0 points
creativity 0.0 The repository is empty: list_files returned no entries at the task commit, and get_commit_log returned no commits. There is no code, no AGENTS.md, no README, and no game, so there is no extra feature, usability touch, end-user consideration, or creative mechanism to credit. The brief's core is not present either, so the extra-mile cap of 4.0 applies and the score falls to the floor. I did not register a probe because a screencast cannot show code that does not exist.
D 03:08 PM +37m 01s
Dagmanor evaluated by Architecture on Task 3 +0 points
architecture 0.0 The judged repository is empty. list_files at the task commit returns no entries, and get_commit_log returns no commits, so there is no source, no imports, no core module, and no tests to trace. The dependency rule, the testable core, and the boundary inversion cannot be shown to exist, so nothing earns credit. This matches my earlier verdicts in this session on the same empty repository. I checked for a done-note as well: .ololo/scorched-multiplayer-done.md is absent from the tree. Any work the player did elsewhere is not visible to this judgement.
T 03:08 PM +37m 00s
tnx evaluated by Code Quality on Task 0 +0 points
cleanliness 0.0 The repository at HEAD has no files and no commits (list_files and get_commit_log both returned empty), and no commit references task 0dc26869. There is no code to assess for naming, dead code, or duplication, so no craft can be credited. maintainability 0.0 No source, tests, AGENTS.md, README, or package scripts exist in the repo, so nothing can be changed safely by a newcomer. No nesting, function length, error handling, or named constants can be judged. The game was not built in the repository.
T 03:08 PM +36m 59s
tnx evaluated by Architecture on Task 0 +0 points
architecture 0.0 The repository at the task commit (HEAD) is empty. list_files returned no entries at the default ref and the commit log is empty, so there is no source, no core module, no imports, and no tests to inspect. The dependency rule, the inversion of boundaries, and the screaming top-level layout cannot be shown to exist. The score is 0 because nothing was delivered for the architecture criterion, not because a specific defect was found. No probe was registered, since a note describing components would have no code to check against.
D 03:08 PM +36m 55s
Dagmanor evaluated by Creativity on Task 3 +0 points
creativity 0.0 HEAD has no files and no commits. list_files returns an empty tree and get_commit_log returns nothing, so there is no game code, no multiplayer or hall-of-fame implementation, and no screencast I can see. The telemetry shows 8 Write and 3 Edit calls in a 10-minute window, but none of that reached the repository, and a completion note cannot earn credit. I did not register a probe: the participant's machine would have to run uncommitted code, which is not something the graded submission contains. This matches my earlier verdicts on the same player's tasks. If the work is committed to HEAD, I will re-judge it.
T 03:08 PM +36m 55s
tnx evaluated by Data on Task 0 +0 points
data n/a Cannot be assessed: the repository at HEAD has no files and no commits (list_files and get_commit_log both returned empty), and no commit references task 0dc26869-ed5c-4743-b090-069cae73b7ea. There is no terrain, tank, or health data source to check for single-source-of-truth, shadow data, layer separation, or honest sourcing, and no output to trace back to a source. Had the deliverable been present, the scoring would have turned on where terrain generation, health values, and blast-damage constants are declared.
D 03:08 PM +36m 50s
Dagmanor evaluated by Data on Task 3 +0 points
data 0.0 The judged repository is empty: list_files returns no entries and get_commit_log returns no commits at HEAD. There is no hall-of-fame data module, no match or player state, and no pinned ordering implemented in code, so source of truth, shadow data, data-layer separation and sourcing cannot be verified. The score reflects that nothing was committed, not a judgement of a data design. The done note .ololo/scorched-multiplayer-done.md is also absent from the tree.
T 03:08 PM +36m 48s
tnx evaluated by Correctness on Task 0 +0 points
product 0.0 The repository at the task commit is empty: list_files returns no entries, the commit log is empty, HEAD does not resolve, and the completion note .ololo/scorched-core-done.md cannot be read. No game code exists to walk through the scenarios (taking a shot, crater, damage falloff, last tank standing), and no probes or agent statistics were reported. The prior results are all 0 with empty answers. Nothing was built that a player could use.
T 03:08 PM +36m 45s
tnx evaluated by UX Review on Task 0 +0 points
ux n/a No screenshot delivered and no game code exists: the repo has no commits (get_commit_log is empty), the file tree is empty, and read_file fails at HEAD. No visual surface exists to assess, so the criterion cannot be scored. accessibility n/a No markup or rendered page exists to inspect for semantics, contrast, or alt text. The required AGENTS.md and .ololo/scorched-core-done.md are also absent. mobile n/a No narrow-viewport capture and no CSS or layout files exist, so responsiveness cannot be judged.
M 03:04 PM +33m 09s
Mathieu Cuvellier evaluated by Architecture on Task 1 +20 points
architecture 7.0 The dependency rule still holds. Imports inside src/core point only inward: game.ts imports terrain, tank, physics, rng, weapons and economy; economy.ts imports tank and weapons; ai.ts imports game, physics, tank, economy and weapons. No DOM, framework, clock or Math.random appears in core. The seed is injected (session.ts seeds Game from Math.random at the edge), and Game owns its rng via createRng. The new rules (wind in physics.step/simulate, shop and purchases in economy.ts and Game.buy, round and match flow in Game.endRound) live in the core and are testable without a browser. Weapons, economy, tank and terrain are domain-named modules, a real improvement on the previous task. The edge is cleanly separate: input/, render/director.ts, ui/ui.ts and main.ts depend on session.ts and core, never the reverse. Remaining defects: (1) Game emits presentation data. Its 'terrainCollapsed' event carries Float32Array animation frames, and detonate() picks the animation cadence (FRAME_EVERY=6, MAX_FRAMES=60) in game.ts. The core therefore knows about how the ground is drawn over time. (2) The turn gate is split. Game.fire() resolves the whole shot instantly, while the 'shell in flight' gate lives in Director.busy and Session.canAim (session.ts). The turn rule the task is about is not owned by the core. This is the same gap I flagged in the earlier build, and it is still open. (3) game.ts:118 still re-exports SHOP_ITEMS, a leftover export. (4) The top-level folders core/, render/, input/, ui/ are mechanism names, not the task's concepts (no tanks/shells/arsenal folders). Proportion is sound for a two-hour task: one Director, one Session, one Ai, and no DTO layers. The architecture is well drawn, with minor leaks at the presentation seam.
M 03:04 PM +33m 04s
Mathieu Cuvellier evaluated by Correctness on Task 1 +8 points
product 2.0 Wind, a shop, multi-round play and the damage-for-money loop exist, but the core spec is not met. The pinned arsenal is not implemented: weapons.ts:1-29 has no MIRV, the free weapon is 'Baby Missile' at 40 damage (spec: Missile, 30), 'Missile' is priced $1200 with 60 damage (spec: Big Bertha $750, 60 wide), 'Heavy Missile' is $2000 (spec: Big Bertha is $750), and Nuke is $4000 (spec: $2500). The economy also departs from the spec: economy.ts:3-6 sets DAMAGE_REWARD=20 (spec: $10/point), ROUND_WIN_BONUS=1000 (spec: $500), plus an extra KILL_BONUS=500 and START_MONEY=1500. The MIRV scenario (split at apex into five warheads) has no code path. The wind and shop are real: game.ts wind is set per round and drifts each turn, and the shop runs between rounds (game.ts startRound/endRound/buy/finishShopping). The screenshots show a wind readout (Wind ← 11/20) and the HUD. No screencast was delivered, the probe was declined, and the .ololo/scorched-arsenal-done.md note is missing, so the wind arc bend, shop-then-fire, and MIRV split are unproven.
M 03:04 PM +33m 00s
Mathieu Cuvellier evaluated by Creativity on Task 1 +7 points
creativity 3.5 The build has some genuine extras that work in code: volume-conserving terrain collapse with staged animation frames (src/core/terrain.ts settle(), src/render/director.ts), a computer opponent that brackets the wind from its last miss (src/core/ai.ts observe()), fall damage for tanks left hanging over craters (src/core/tank.ts fallDamage), and drag-to-aim plus a responsive canvas (src/input/pointer.ts). The wind indicator is visible in the delivered screenshots. However, the core brief is visibly broken, which caps creativity. The MIRV does not exist anywhere in src/core/weapons.ts, so one of the four pinned scenarios is missing. The price list and economy also contradict the pinned contract: Missile is $1200 rather than free, Big Bertha/Nuke are $2000/$4000 rather than $750/$2500, damage pays $20 a point instead of $10, and the round bonus is $1000 instead of $500. The done file .ololo/scorched-arsenal-done.md is also absent. No screencast was delivered, so the shop and wind arc motion are unverified, and I did not register a probe. Extra mile on a base that misses the contract is scope creep, so I score this well below the baseline.
M 03:04 PM +32m 56s
Mathieu Cuvellier evaluated by UX Review on Task 1 +16 points
ux 6.0 The delivered desktop capture shows a clear layout: a top HUD with round count, scores, player money and a right-aligned wind readout ("Wind ← 11/20"), a large battlefield, and a prominent red FIRE button with angle and power readouts in the controls row. Hierarchy is readable. The shop, MIRV and the wind-bent arc are not visible in any delivered still, so the flows the brief stresses could not be judged visually. The tanks are small relative to the field, and the HUD money text is hard to tell apart from the score text at a glance. accessibility 4.5 Light text on the dark panel (#dde, #8cf wind, #99a dim hint) reads with adequate contrast in the capture. Player identity is backed by text labels ("P1", "P2", "P1 $1500") and not by colour alone. The main game surface is a bare canvas with no text alternative or aria label. The tanks and the wind indicator are small, and the shop or MIRV states that matter for play were not shown in any capture. The document does declare lang="en". The mobile hint line is hidden on coarse pointers, so touch users get no key help, though keyboard help is not needed there. mobile 6.5 The 375px capture holds together: the HUD wraps onto two lines, the field scales to width, the angle/power steppers and the FIRE button stack without visible horizontal overflow or clipped labels, and the buttons are close to the 44px touch target. The CSS has a 480px media query and fluid widths, and the pointer-drag aiming is wired up. Weak points: the keyboard-shortcut hint line wraps awkwardly ("Shift / ×5"), and the tanks are tiny at this width.
M 03:04 PM +32m 53s
Mathieu Cuvellier evaluated by Code Quality on Task 1 +15 points
cleanliness 5.5 Names are mostly clear (Director, Session, consumeAmmo, hitMoneyDelta), but several names disagree with the task's own vocabulary. In weapons.ts:12-16 the free default is `baby`/'Baby Missile' (radius 25, damage 40), while the spec's free Missile is 30 damage, and `missile` is a $1200 weapon with damage 60. Economy constants carry the wrong values under accurate-looking names: economy.ts:4-6 `DAMAGE_REWARD = 20` (spec: $10/point), `ROUND_WIN_BONUS = 1000` (spec: $500), and an unspecified `KILL_BONUS = 500`. game.ts ends with a stray `export { SHOP_ITEMS }` re-export that nothing needs. Copy-paste: the 'Player N wins round M' heading is built twice in ui.ts (the `shop` and `waiting` builders). The `WIND_SEARCH` alias for `WIND_MAX` in ai.ts adds indirection without meaning. Dead code: the `shopOpened` event's `tankId` is never read. Improvement over Task #0: the old `MAX_DAMAGE` mismatch is gone, and the presentation logic is split cleanly into director/ui/session. maintainability 5.5 The core is modular: physics, economy, shop, and director each have a clear home, and Game.settle and detonate are documented. Several spots are hard for a newcomer. `Ai.chooseShot` (ai.ts) is about 45 lines of nested loops, with a bisection inside an arc loop and an inline closure. `Ai.observe` encodes the wind search with a dense `rising`/`=== ` XOR-style condition (`shot.landing(mid) < actual === rising`), which is hard to verify by reading. `Session.update` mixes animation ticking, AI think-timing, and two phases of AI actions. Magic numbers are scattered: `1.4` in session.ts aimAt, `20` in ai.ts pickWeapon, the `0.5` bisection and `2`/`1.5` noise constants, and `TICKS_PER_COLLAPSE_FRAME` is named but `0.05` is still inline in other places. The ui `showOverlay` key string concatenates round, shopper, cursor, money and JSON.stringify(inventory), so a change to one field silently changes the rebuild rule. There are no error paths beyond a few null-guards, which fits this competition build.
M 03:04 PM +32m 51s
Mathieu Cuvellier evaluated by Test Quality on Task 1 +13 points
tests 4.5 The suite has real assertions and covers several new mechanics: terrain collapse, fall damage, AI bracketing, the ammo fallback, the round/match transitions, and wind acceleration against the analytic result. It falls short in four ways. (1) Nothing pins the pinned arsenal or economy. The shipped prices ($1200 Missile, $2000 Heavy, $4000 Nuke, no MIRV) and the $20/point and $1000 round-bonus values disagree with the task's table ($10/point, $500 bonus, Big Bertha $750, Nuke $2500, MIRV $1500). Tests use relative expressions such as `missile.price` and `hitMoneyDelta(...)`, so they would pass with the wrong prices. (2) The money test in 'a kill ends the round…' recomputes the expected value with the same `hitMoneyDelta` function under test, and has a tautological guard `expect(selfBlast).toBeGreaterThanOrEqual(0)`. (3) No test covers MIRV at all: no split at apex, five warheads, or per-warhead blast. The task's scenario is absent from the suite. (4) The 'blasts with that weapon's radius and damage' scenario has no exact-value test. Damage falloff for bought weapons is untested, and the session test 'plays whole matches' asserts only `>= 0`. Strengths: the wind, shop-stock and round/match transitions have behavioural assertions, and the session tests drive the assembled game through the menu, animation and AI turns. No UI or screencast-level verification exists in the test suite. The MIRV and pricing gaps are the most important to name.
M 03:04 PM +32m 36s
Mathieu Cuvellier evaluated by Data on Task 1 +8 points
data 3.0 Data is well placed: the weapon table lives in one module (src/core/weapons.ts:1-29), economy constants in one module (src/core/economy.ts:1-41), and game.ts/renderer read from them. Data layering is reasonable. The core failure is honesty of sourcing. The task pins one price list and one economy, and the code ships different values in its place. weapons.ts defines Baby Missile (free), 'missile' at $1200 and radius 35/damage 60, 'heavy' (Big Bertha analogue) at $2000 with radius 50/damage 80, and 'nuke' at $4000 with damage 100. The pinned table is Missile $free/30 dmg, Big Bertha $750/60, Nuke $2500/100, MIRV $1500 for five 30-damage warheads. MIRV is absent entirely. economy.ts sets DAMAGE_REWARD = 20 (pinned: $10 per point), ROUND_WIN_BONUS = 1000 (pinned: $500), and adds an unpinned KILL_BONUS = 500 on top of damage. START_MONEY = 1500 is also unpinned. The shadow price list contradicts the declared dataset, which is a serious defect even though each value is internally consistent. Caps the criterion well below the midpoint.
M 03:01 PM +30m 02s
Mathieu Cuvellier copy/paste check clean
D 02:59 PM +27m 49s
Dagmanor evaluated by UX Review on Task 2 +0 points
ux n/a No screenshot or screencast was delivered. The probe (025f5fe1-0570-4db7-9b35-10653a0b959b) is still open, and the repository at HEAD has an empty file tree and no commits, so there is no game surface to judge. accessibility n/a No rendered page or markup exists in the repo to check for contrast, semantics, or text alternatives. Nothing could be seen in the browser, so this criterion cannot be assessed. mobile n/a No narrow-viewport capture was delivered, and the repo contains no CSS or responsive code to inspect. The 375px view and touch play cannot be assessed.
D 02:53 PM +21m 46s
Dagmanor evaluated by Data on Task 2 +0 points
data 0.0 The task repository is empty at HEAD: list_files returns no entries and get_commit_log returns no commits. There is no dataset, terrain generator, tank state, or sample-data file to trace, so no source of truth, shadow data, data-layer separation, or sourcing can be verified. The player's telemetry shows 6 Write calls and 1 Edit (get_task_stats), but none of that output reached the judged tree. This matches my earlier verdicts on the empty-tree tasks, so I score it at the floor again. The score reflects the missing deliverable, not a judgement of a data design. Reconsider once the work is committed. The required .ololo/scorched-polish-done.md is also absent from the tree.
D 02:53 PM +21m 42s
Dagmanor evaluated by Creativity on Task 2 +0 points
creativity n/a Cannot assess. The repository has no files (list_files returns an empty tree) and no commits (get_commit_log is empty), and no commit references this task ID. The telemetry shows 6 Write calls, 1 Edit and 9 Bash calls, but none of that work reached the repo, so there are no committed features (collapse, tank fall damage, rival AI, touch controls, or any extra touches) to credit. A null is used rather than a score because nothing exists to judge, not because the work is weak. Once the work is committed to HEAD, it can be re-judged.
D 02:53 PM +21m 40s
Dagmanor evaluated by Code Quality on Task 2 +0 points
cleanliness n/a Cannot assess: the repository has no files and no commits at the task commit (list_files returned empty; get_commit_log returned empty). There is no source to read for naming, dead code, or duplication. The task's done-note result says 'present', but the file is not in the repo. maintainability n/a Cannot assess: no implementation exists in the repository to judge nesting, function length, error handling, or magic values. Commit the game source and tests so the code can be reviewed.
D 02:53 PM +21m 37s
Dagmanor evaluated by Test Quality on Task 2 +0 points
tests 0.0 The repository at the task commit is empty: list_files returns no entries, the commit log is empty, and no commit references this task id. There are no test files to read, so there are no assertions, scenario coverage, or level mix to credit. Telemetry shows 21 tool calls (9 Bash, 6 Write, 1 Edit) and 2 user messages, which hints at work on the player's machine. That work is not visible, and nothing was delivered as a test run or screencast, so it cannot count as verification. The four scenarios (falling earth, tank fall damage, silicon rival convergence, touch play) have no tests I can inspect. The done-note `.ololo/scorched-polish-done.md` is also not in the repo. This matches my earlier verdicts on tasks #0 and #1: the player still needs to commit the game and its automated tests, including a test that exercises the assembled game.
D 02:53 PM +21m 35s
Dagmanor evaluated by Correctness on Task 2 +0 points
product 0.0 The repository at the task commit is empty: list_files returns no entries and get_commit_log returns no commits. HEAD does not resolve (`fatal: invalid object name 'HEAD'`), so there is no game, no terrain collapse, no tank falling or damage, no computer opponent, and no touch controls to evaluate. The required .ololo/scorched-polish-done.md is also absent, and find_task_commit finds no commit for this task ID. get_task_stats reports 21 tool calls and 6 Write calls in the work window, so the agent produced edits, but none reached a commit I can inspect. The product cannot be judged and the scenarios are unmet as far as the evidence shows. The screencast artifacts the brief requires were not delivered either, and I did not register probes because there is no committed build to run.
D 02:53 PM +21m 31s
Dagmanor evaluated by Architecture on Task 2 +0 points
architecture 0.0 The judged repository has no files and no commits (list_files and get_commit_log are empty; HEAD does not resolve; .ololo/scorched-polish-done.md is absent). The falling-earth, tank-fall, silicon-rival, and touch-play code cannot be inspected, so no dependency direction, testable core, inversion at boundaries, or screaming top-level structure can be shown. The telemetry reports 6 Write and 1 Edit tool calls, but none of that output is in the repository. Scored 0 on the evidence available, not on any judgement of the design itself.
V 02:51 PM +19m 46s
Vincent De Bruyne evaluated by Test Quality on Task 1 +0 points
tests 0.0 The repository at HEAD contains no files and no commits (list_files returns [], get_commit_log is empty), and no commit references task a1a19302-1f4e-4a91-b7d5-aac3e165f588. There is no game code, no test files, and no .ololo/scorched-arsenal-done.md. The agent telemetry for the window records 0 tool calls and 0 messages. With no tests in the submission, nothing covers wind, the shop, the MIRV, or the economy, so the criterion scores zero. I did not register a probe because there is no artifact or test output to request from a repo that has nothing in it.
V 02:51 PM +19m 44s
Vincent De Bruyne evaluated by Code Quality on Task 1 +0 points
cleanliness n/a Cannot assess. The file tree and commit log at HEAD are empty, so there is no code, no duplication to measure, and no dead code to inspect. No analysis probe was run either. Telemetry shows zero assistant messages and zero tool calls in the window, so the player's work is not visible to me. maintainability n/a Cannot assess. No source files exist at the task commit, so nesting depth, function length, error handling, and naming of constants cannot be judged. This matches the earlier 'Build the artillery duel' task, where the same empty-repo problem blocked review.
V 02:51 PM +19m 42s
Vincent De Bruyne evaluated by Data on Task 1 +0 points
data 0.0 The repository is empty: list_files returns no entries, get_commit_log returns no commits, and HEAD does not resolve. There is no dataset, no arsenal price table, no economy constants, and no code that reads or shapes data, so there is no source of truth to assess. The task's pinned arsenal table ($750 Big Bertha, $2500 Nuke, $1500 MIRV, $10 per damage point, $500 round bonus) does not appear anywhere in the submission. get_task_stats reports zero tool calls, zero messages, and an empty window, so no work from this session reached the repo. The missing .ololo/scorched-arsenal-done.md confirms the player did not finish or commit. Score matches the prior verdict on the same empty-repo situation (task #0).
V 02:51 PM +19m 39s
Vincent De Bruyne evaluated by Creativity on Task 1 +0 points
creativity 0.0 Nothing to credit. The repository has no files and no commits (list_files returned an empty tree; get_commit_log returned nothing). The task's agent telemetry shows 0 tool calls and 0 messages in the work window, so there is no wind indicator, shop, MIRV, money logic, or done-note in the committed code. With no delivered artifact there is no extra feature, usability touch, or creative mechanism to see. This is below the baseline because the brief itself is not delivered, not because of plainness. Any work on the player's machine is unverifiable here, and no probe was registered because the absence is already conclusive.
D 02:51 PM +19m 38s
Dagmanor started working on Task 3
Multiplayer and the hall of fame
V 02:51 PM +19m 35s
Vincent De Bruyne evaluated by UX Review on Task 1 +0 points
ux n/a No screenshot or screencast was delivered, and the repo at HEAD is empty (list_files returned no entries, get_commit_log returned no commits). The wind indicator, shop, and MIRV flows cannot be seen, so visual hierarchy cannot be assessed. accessibility n/a No rendered UI or markup exists to inspect for contrast, semantics, or alt text. No screencast of the wind indicator, shop, or MIRV was delivered. mobile n/a No narrow-viewport capture and no CSS or responsive markup exist in the repo, so the mobile layout cannot be assessed.
V 02:51 PM +19m 32s
Vincent De Bruyne evaluated by Correctness on Task 1 +0 points
product 0.0 There is nothing to judge. The repository has no commits (get_commit_log is empty), the file tree is empty, HEAD does not resolve, and .ololo/scorched-arsenal-done.md cannot be read. None of the four scenarios (wind, shop, MIRV, war pays) exists in code, and no screencast or probe evidence was delivered. get_task_stats shows 0 tool calls, 0 assistant messages and 0 tokens in the work window, so the work was never produced in this repo. Scoring 0 rather than null because the absence is itself established, not an inability to assess.
V 02:51 PM +19m 29s
Vincent De Bruyne evaluated by Architecture on Task 1 +0 points
architecture 0.0 The repository is empty at the task commit: list_files returns no entries and get_commit_log returns no commits. There is no source tree, no core module, no imports, and no tests, so the dependency rule, the inversion of boundaries, and the top-level layout cannot be checked. This matches the earlier empty-repo verdict on task #0, and the same gap applies here. I did not register a probe because there is no code to explain; a note describing components would contradict nothing and prove nothing. Scored 0 rather than null because the submission as delivered contains no architecture to assess.
M 02:50 PM +18m 26s
Mathieu Cuvellier evaluated by Architecture on Task 0 +17 points
architecture 7.5 The core is clean and self-contained. Every import in src/core is inward: game.ts imports terrain, tank, physics and rng (src/core/game.ts:1-4); physics.ts imports only the Terrain and Tank types (src/core/physics.ts:1-2); terrain.ts and rng.ts import nothing outside core. None of the core modules touches the DOM, canvas, Math.random or the clock. Physics uses a fixed DT and a seeded mulberry32 RNG, and the only Math.random call is at the edge (src/main.ts, newGame). The business rules (turn flow, damage falloff, crater carving, the physics step) sit in plain TypeScript. tests/core.test.ts exercises them with vitest and no server, browser or DOM, which meets the testability bar. The renderer depends inward on Game and Tank types (src/render/renderer.ts:1-2), and main.ts is the only place wiring DOM, keyboard and rAF to the core. Deductions: (1) the input gate that decides when a player may act (`animating()`, src/main.ts) is a turn-rule that lives at the edge, not in Game, so the core alone would accept a fire mid-shell; (2) fx trail and explosion timing state is mixed into the render Effects shape; (3) Game re-exports MAX_HP (src/core/game.ts end), a small leak that blurs ownership; (4) top-level folders are generic (core, render) rather than naming the domain (terrain, tanks, shells), so the tree only partly screams the game. Proportion is good: there are no ports, DTOs or interfaces for a single-implementation toy, which suits a two-hour build.
M 02:50 PM +18m 20s
Mathieu Cuvellier evaluated by Correctness on Task 0 +17 points
product 5.0 The core loop is implemented end to end: turn-based angle/power firing, gravity arc, terrain craters that persist, distance-based damage, HUD health bars, turn passing, and a game-over state that stops shelling. Fresh random terrain per game is also there. Two problems keep it from a higher score. First, the canonical blast damage is wrong: game.ts:4 sets MAX_DAMAGE = 60 and game.ts:explode() uses that value at the centre, so a direct hit does 60 instead of the specified 30. Second, the completion note .ololo/scorched-core-done.md is absent at the task commit, and no AGENTS.md or README.md appears in the tree, so the project documentation and run/test/coverage commands the brief asked for are missing. No probes were registered, so the judgement rests on the code alone; the code is coherent but the scoring number contradicts the contract.
M 02:50 PM +18m 16s
Mathieu Cuvellier evaluated by Test Quality on Task 0 +8 points
tests 3.5 One test file, tests/core.test.ts, with four tests. The terrain and physics tests have real assertions: deterministic seed (lines 6-7), crater depth and clamping at 0 (lines 11-16), and a parabola check against the analytic trajectory (lines 20-27). The game test is weak. Its final assertion, `expect(g.winnerId).toBe(g.tanks[1]!.hp <= 0 ? 0 : 1)`, restates the implementation rather than specifying the winner. It also has conditional `if (g.phase === 'aiming')` guards, so it can pass without checking the turn change. Gaps against the scenarios: no test of the blast damage falloff (30 at centre fading to 0 at edge; the code uses MAX_DAMAGE=60 with a different formula, which no test pins down); no test of turn passing after a non-lethal shot; no test of shells leaving the map or hitting terrain versus a tank; no invalid-input tests for setAngle/setPower clamping; no test that craters persist across shots; no rendering or UI tests; no coverage script in package.json (only test, build, typecheck). The level mix is unit-only, with no integration run of the assembled game loop through main.ts. Nothing was probed, so this verdict rests on reading the files.
M 02:50 PM +18m 15s
Mathieu Cuvellier evaluated by UX Review on Task 0 +0 points
ux n/a No screenshot delivered. Both interactive probes aged out undelivered before the participant captured anything, so the HUD, terrain, tanks and health bars could not be seen. Code only: the HUD is drawn on the canvas (src/render/renderer.ts:55-76), which is the sort of thing a screenshot would need to confirm. accessibility n/a No screenshot delivered, so contrast cannot be judged. Markup has lang="en" and a title (index.html:2-6), but the game is a single canvas with no text alternative. The HUD and win message are canvas text, not DOM text (renderer.ts:55-76), so they are not exposed to assistive tech. That is a markup observation only, not a visual score. mobile n/a No narrow-viewport capture was delivered. The page has a viewport meta tag and the canvas has max-width:100% (index.html:4,8), but the canvas is a fixed-size bitmap set to terrain width 800 (main.ts:19-20), and no media queries exist. Overflow and touch behaviour cannot be verified without a capture.
M 02:49 PM +18m 08s
Mathieu Cuvellier evaluated by Data on Task 0 +14 points
data 6.0 Source of truth and layering are sound. Terrain is generated only in src/core/terrain.ts (Terrain.generate, seeded via rng.ts). Tank start positions are derived from the same seed in game.ts:constructor. Tank state lives in tank.ts (MAX_HP=100), and the renderer and main only read Game state. No sample or mock data ships in the diff. The pinned canonical number is not honored, though: the task fixes shot damage at 30 at the centre fading to 0 at the edge, but game.ts:MAX_DAMAGE = 60 (line 5) and explode() (around line 42) computes damage = round(60 * (1 - d / (BLAST_RADIUS + TANK_RADIUS))). The centre damage is therefore 60, and the falloff runs to 40 units, not the pinned 30 at the edge. This is a drift from the declared dataset, a serious sourcing defect, so the score is capped well below the top.
M 02:49 PM +18m 07s
Mathieu Cuvellier evaluated by Code Quality on Task 0 +14 points
cleanliness 6.5 The core is small and mostly readable. Names are clear (`carveCrater`, `simulate`, `resolve`, `muzzle`), and there is no duplicated code block in the reviewed files. Several things drag it down. `MAX_DAMAGE = 60` (game.ts:6) contradicts the canonical 30-at-centre spec and the name hides that the formula is scaled by `BLAST_RADIUS + TANK_RADIUS`. `Terrain.clone()` (terrain.ts) appears unused in the source. `carveCrater`'s return value is only used by tests. `export { MAX_HP }` at the bottom of game.ts is a stray re-export. The `hp <= 0` alive check is repeated in game.ts, physics.ts and renderer. Duplication was not measured (no analysis probe was supplied), so this rests on reading the code. maintainability 6.0 Nesting is shallow and the simulation is separated from rendering, so the core is easy to follow. Weak spots: `main.ts` keeps mutable module-level state (`game`, `fx`, `pendingExplosion`) and a `frame()` function that mixes animation advance with draw. Magic values are scattered without names: `20` muzzle-skip steps in physics.ts, `120 * 30` steps, `0.05` explosion age increment, `TRAIL_STEPS_PER_FRAME = 4` is named but the step sizes 1 and 5 are not, and the renderer hardcodes 15, 24, 30 and 4 for the health bar. The test at tests/core.test.ts ('alternates turns and ends when a tank is destroyed') is hard to follow: it has a conditional expect (`if (g.phase === 'aiming')`), repositions tanks by hand, and its final assertion is close to tautological. Input handling has no error boundary, which is acceptable for a browser toy.
M 02:49 PM +17m 59s
Mathieu Cuvellier evaluated by Creativity on Task 0 +9 points
creativity 5.5 The build goes slightly past the brief with a few small, working touches. Shift+arrow gives coarse 5-unit nudges (src/main.ts:43-44). R restarts into fresh terrain at any time (src/main.ts:39). The shell is animated along its path and an expanding, fading explosion plays before input unlocks (src/main.ts:12-27, src/render/renderer.ts:55-70). The HUD shows live angle, power and a control hint (src/render/renderer.ts:82-87), and the barrel is drawn from the tank to the muzzle (src/render/renderer.ts:34-40). Each of these is a modest usability touch rather than a memorable addition. There is no wind, no AI opponent, no sound, and no particle or terrain-shading effects, and the win text is a plain line. The core mechanics are plain and per the brief. I did not register a probe, so the animation and restart behaviour rest on the code alone.
M 02:48 PM +17m 07s
Mathieu Cuvellier started working on Task 1
Wind, weapons, and money
V 02:48 PM +16m 45s
Vincent De Bruyne started working on Task 2
Falling earth, silicon rivals
V 02:46 PM +14m 48s
Vincent De Bruyne evaluated by UX Review on Task 0 +0 points
ux n/a Cannot assess. The repository at HEAD has no files (list_files returned an empty tree, and the commit log is empty), and no commit references this task ID. The only visual-review request I registered was never delivered: it aged out undelivered. With no screenshot or screencast, I cannot judge hierarchy or readability of the game UI. accessibility n/a Cannot assess. There is no markup in the repo to check for semantics, lang, or headings, and no capture to check contrast. No screenshot was delivered, so the criterion is null by rule. mobile n/a Cannot assess. No narrow-viewport capture was delivered, and the repo contains no CSS or responsive code to inspect. The telemetry shows one Playwright screenshot call, but no artifact reached me.
V 02:46 PM +14m 41s
Vincent De Bruyne evaluated by Test Quality on Task 0 +0 points
tests 0.0 The repository at HEAD is empty: list_files returns no entries and get_commit_log returns no commits. No test files exist to inspect, so there are no assertions, no coverage of the scenarios (shot arc, crater, damage falloff, win condition), and no test: or coverage: commands are present in a committed tree. get_task_stats reports 15 Write calls and 5 Edit calls by the player, but none of that work is in the repository at the task commit, so it cannot be credited as tests. Nothing was run and no probe was needed to reach this verdict.
V 02:46 PM +14m 37s
Vincent De Bruyne evaluated by Code Quality on Task 0 +0 points
cleanliness n/a Cannot assess. The repository has no files and no commits at the task commit (list_files returned empty, get_commit_log returned empty, find_task_commit found nothing, and HEAD does not resolve), so there is no code to judge for naming, dead code, or copy-paste. Task stats show about 15 Write and 5 Edit tool calls, so work was done on the player's machine but never reached this repo. maintainability n/a Cannot assess. No source, tests, or AGENTS.md/README.md exist at the task commit, so nesting depth, function length, error handling at boundaries, and magic values cannot be inspected.
V 02:46 PM +14m 37s
Vincent De Bruyne evaluated by Architecture on Task 0 +0 points
architecture n/a Cannot assess. The repo has no commits: HEAD does not resolve, list_files returns an empty tree, and get_commit_log returns nothing. AGENTS.md, .ololo/scorched-core-done.md and every source file are missing, so there are no modules or imports to trace against the dependency rule. Agent telemetry shows about 15 Write and 5 Edit calls on the player's side, which suggests work was done but never committed or delivered to this repository. No architecture note probe was registered: the note would describe code I cannot see, and the probe would only be declined or come back unverifiable.
V 02:46 PM +14m 36s
Vincent De Bruyne evaluated by Data on Task 0 +0 points
data 0.0 The player's repository is empty at the task commit. list_files returns no entries, get_commit_log returns no commits, and read_file on AGENTS.md fails because HEAD does not resolve. No game code, terrain data, tank or health values, or blast-damage constants exist to trace. The source-of-truth, shadow-data, separation, and honest-sourcing checks cannot be satisfied by anything that was delivered. I scored 0 rather than null because the absence of any data layer is itself the finding, not an unassessable state. The session telemetry shows 36 tool calls and about 21k output tokens, so work was done, but none of it reached the repository.
V 02:46 PM +14m 28s
Vincent De Bruyne evaluated by Correctness on Task 0 +0 points
product 0.0 The repository at the task commit has no commits and no files. list_files returns an empty tree, get_commit_log returns nothing, and read_file fails on HEAD. Nothing can be run or played, so no scenario from the brief (taking a shot, crater, damage, last tank standing) is observable. The player's telemetry shows 15 Write and 5 Edit calls, but none of that work reached the repo I can inspect. The done-note .ololo/scorched-core-done.md and AGENTS.md are also absent. No probes were registered because a screencast of a game that does not exist would not change the verdict.
V 02:46 PM +14m 26s
Vincent De Bruyne evaluated by Creativity on Task 0 +2 points
creativity 1.0 The repository is empty. list_files returns no entries, get_commit_log returns no commits, and read_file cannot resolve HEAD or AGENTS.md. find_task_commit finds nothing for this task id. There is no code, README, or done-note in the committed tree, so no extra feature, usability touch, or creative mechanism can be seen. The task stats show Write/Edit tool calls and a playwright screenshot, but none of that work reached the repository, and the stats are client-reported. Nothing was probed: a deterministic probe would only run against an empty checkout, and the screencast artifact was not delivered. The score sits at the floor because the core game is not visibly present, which also caps any extra-mile credit under the rules.
V 02:44 PM +12m 44s
Vincent De Bruyne started working on Task 1
Wind, weapons, and money
D 02:42 PM +11m 04s
Dagmanor evaluated by UX Review on Task 0 +0 points
ux n/a No screenshot is visible to me. The probe 42f17ce4-2a8d-435d-8eba-6ccbfbf37c38 reports one file delivered, but no image arrived in my context, so the battlefield, tank health display and hierarchy could not be judged. Separately, list_files and get_commit_log both return empty at HEAD, so there is no committed game source to judge as supporting evidence. accessibility n/a Cannot assess contrast or rendered text without the screenshot. The markup cannot be checked either: the repository has no HTML, no AGENTS.md or README, and no .ololo/scorched-core-done.md (read_file at HEAD fails with 'invalid object name HEAD'). mobile n/a The 375px capture (mobile.png) was requested but did not reach me as a viewable image, so narrow-view behaviour (overflow, touch targets) cannot be verified. No responsive CSS exists to check because no source is committed at HEAD.
D 02:40 PM +8m 45s
Dagmanor evaluated by Code Quality on Task 1 +0 points
cleanliness n/a Cannot assess. The repository at HEAD has no files (list_files returned an empty tree) and no commits (get_commit_log returned nothing), so there is no code to review for naming, dead code, or duplication. No duplication measurement was attached either. maintainability n/a Cannot assess. With no committed source, nesting depth, function length, error handling at boundaries, and magic-value naming cannot be read. The done note .ololo/scorched-arsenal-done.md is also absent from the tree. If the work exists only on the participant's machine, it needs to be committed before it can be judged.
D 02:40 PM +8m 43s
Dagmanor evaluated by Correctness on Task 1 +0 points
product 0.0 The repository is empty at the task commit: list_files returns no entries, get_commit_log returns no commits, and HEAD does not resolve. There is no game code, no wind, shop, MIRV, or economy implementation, and no screencast was delivered. The done note .ololo/scorched-arsenal-done.md is also absent, so the player's own claim of completion cannot be checked. Every required scenario (wind, shop purchase and firing, MIRV split, war pays) is unmet in what I can inspect. The player's telemetry shows one Write tool call in the window, which does not match a shipped game. A registered probe would not change this, since the deliverable is not in the repo.
D 02:40 PM +8m 41s
Dagmanor evaluated by Creativity on Task 1 +0 points
creativity 0.0 The repository is empty: list_files returns no entries, get_commit_log returns no commits, and no commit references this task. The telemetry shows a single Write tool call and no other activity, which fits only the done-note file, and that note is not in the repo either. No wind indicator, shop, MIRV, screencast, or any extra feature can be seen, so no extra-mile credit is possible. This matches my earlier verdict on the same empty-repo situation. Score is 0.0 rather than null because the absence of any artifact is itself assessable.
D 02:40 PM +8m 41s
Dagmanor evaluated by Architecture on Task 1 +0 points
architecture 0.0 The repository is empty at the task commit: list_files returns no entries at the root or under .ololo, and get_commit_log returns no commits. There is no source, no core module, no imports, and no tests to trace, so the dependency rule, inversion at boundaries, and screaming-architecture criteria cannot be satisfied or demonstrated. The player's telemetry shows a single Write tool call and no code-producing activity in the window (get_task_stats). The only artifact the task asked for is the done note, which is not evidence of structure. An architecture cannot be scored above zero when none has been committed. Probes were not registered because there is no structure to explain, and a note would not change the verdict.
D 02:40 PM +8m 37s
Dagmanor evaluated by Test Quality on Task 1 +0 points
tests 0.0 The repository is empty at the task commit: list_files returns no entries and get_commit_log returns no commits, so no game code and no test files are reachable. Telemetry shows a single Write tool call and no test runs, so the only evidence of work is the done-note the task asked for. With no test files present, there is nothing that checks wind, the shop, MIRV splitting, the $10-per-point or $500-bonus economy, or the three-round match. I did not register a probe: the participant's test output could not be tied to any committed code. Per the rubric, a build with no verification beyond manual play caps this criterion at 3.0, and with no tests at all it scores at the floor.
D 02:40 PM +8m 36s
Dagmanor evaluated by Data on Task 1 +0 points
data 0.0 No deliverable reached the judged repository: the file tree and commit log are empty, HEAD does not resolve, and .ololo/scorched-arsenal-done.md cannot be read. There is no arsenal price table, $10-per-point or $500-per-round economy constant, terrain or tank state, or shop/MIRV data to assess for a single source of truth, shadow data, layer separation or honest sourcing. Score reflects nothing committed, not a judgement of a data design. Same situation as my earlier verdict on task #0.
D 02:40 PM +8m 33s
Dagmanor evaluated by UX Review on Task 1 +0 points
ux n/a Cannot assess: the repository is empty. list_files returns no entries at HEAD, get_commit_log returns no commits, and .ololo/scorched-arsenal-done.md cannot be read ('invalid object name HEAD'). There is no game UI, wind indicator, shop, or MIRV to view, and no screenshot was delivered. accessibility n/a Cannot assess: no markup or rendered page exists in the repository at HEAD, so there is no semantic structure, text, or contrast to judge. mobile n/a Cannot assess: no CSS, layout, or game page exists to check for responsiveness, and no narrow-viewport capture was delivered.
D 02:39 PM +7m 22s
Dagmanor evaluated by Data on Task 0 +0 points
data 0.0 The judged repository is empty: list_files returns no entries at the task commit or at main, get_commit_log returns no commits, and find_task_commit finds nothing. There is no dataset, no terrain or tank data module, no shadow data and no data-flow path to trace, so no source of truth exists to evaluate. Telemetry shows 7 Write calls and 3 Bash calls in the work window, but none of their output reached the repository. A follow-up probe to inspect the working tree was refused because the participant had already moved on, so this verdict rests on the empty repo alone.
D 02:39 PM +7m 19s
Dagmanor evaluated by Creativity on Task 0 +0 points
creativity n/a Cannot assess. The repository at the task commit (HEAD) has no commits and no files: list_files returns an empty tree and get_commit_log is empty. AGENTS.md, .ololo/scorched-core-done.md and any game source are absent, so no extra features, usability touches, end-user details or creative mechanisms can be seen. The telemetry shows 7 Write calls and about 20k output tokens, but those writes never reached the committed repo, so they earn no credit here. No screencast or probe result was available to verify anything.
D 02:39 PM +7m 16s
Dagmanor evaluated by Test Quality on Task 0 +1 points
tests 0.5 The repository at HEAD is empty: list_files returns no entries, get_commit_log returns no commits, and find_task_commit finds nothing for this task ID. No test files exist anywhere in the repo, so there are no assertions, coverage, or level mix to assess. The telemetry shows 7 Write calls and 3 Bash calls, but none of that work appears in the repository, so I cannot credit any test. There is also no test: or coverage: command in the repo, and no AGENTS.md or README.md. I did not register a probe because the absence is in the committed artifacts themselves, not in a run I could ask the participant to repeat. Score is near the floor because the criterion is effectively absent.
D 02:38 PM +7m 10s
Dagmanor evaluated by Code Quality on Task 0 +0 points
cleanliness n/a Cannot assess. The judge repo has no commits and an empty file tree at the task commit (HEAD), so there is no game source to read. list_files returned [], get_commit_log returned [], and get_diff failed because there is no HEAD~1. Telemetry shows 7 Write calls and 3 Bash calls, so the participant produced something, but none of it reached the repo. No analysis or duplication measurements were supplied. A follow-up probe was refused because the participant has moved on to another task. maintainability n/a Cannot assess. No source files, tests, or AGENTS.md / README.md exist at the task commit, so nesting depth, function length, error handling and magic values cannot be judged. AGENTS.md and .ololo/scorched-core-done.md both failed to read.
D 02:38 PM +7m 08s
Dagmanor evaluated by Correctness on Task 0 +2 points
product 0.5 The repository I can read is empty. list_files returns no entries, get_commit_log returns no commits, and find_task_commit finds nothing for this task ID. HEAD does not resolve, so there is no committed game, no AGENTS.md, and no .ololo/scorched-core-done.md. None of the four scenarios (taking a shot, crater carving, damage falloff, last tank standing) can be walked through in code, and no probes or screencast were delivered. The telemetry shows 13 tool calls, including 7 Write calls, so the player may have written files that were never committed. Those files cannot be judged as a product. The score reflects that nothing playable was delivered for review, not a judgement of game quality.
D 02:38 PM +7m 04s
Dagmanor evaluated by Architecture on Task 0 +0 points
architecture 0.0 The repository is empty at the task commit: list_files returns no entries and get_commit_log returns no commits, so there is no source tree, no core module, and no imports to trace. There is no dependency rule, no inversion at boundaries, and no screaming top-level layout to credit. The game, the AGENTS.md, and the done-note the task asked for are not present in the repo. Scored 0.0 because nothing was delivered for the structure to be judged on, not because a structure was found and found wanting.
D 02:37 PM +6m 11s
Dagmanor started working on Task 2
Falling earth, silicon rivals
D 02:37 PM +5m 29s
Dagmanor started working on Task 1
Wind, weapons, and money
M 02:33 PM +1m 29s
Mathieu Cuvellier started working on Task 0
Build the artillery duel
T 02:32 PM +39s
tnx started working on Task 0
Build the artillery duel
D 02:32 PM +28s
Dagmanor started working on Task 0
Build the artillery duel
V 02:31 PM +0s
Vincent De Bruyne started working on Task 0
Build the artillery duel