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Claude agent kills entire gnhf by running Stop-Process -Name node #201

Description

@omkarbhale

What happened?

Bug

When using --agent claude (Haiku 4.5), the agent frequently runs Get-Process -Name node | Stop-Process -Force after completing npm test, intending to "clean up" leftover dev server processes. Since the agent itself is a node process, this kills the entire gnhf mid-iteration.

To be fair, I had some version of clean up any running test servers before your iteration ends.

Evidence

Across 25 iterations in one run, 6 iterations (26%) died this way — the single largest failure mode. Two additional runs on a different objective crashed identically on iteration 1.

Every crash has the same signature: the last tool call in the iteration JSONL is a variant of:

PowerShell: Get-Process -Name node -ErrorAction SilentlyContinue | Stop-Process -Force

Variants observed:

  • Get-Process node | Stop-Process -Force
  • Stop-Process -Name node -Force
  • Get-Process | Where-Object {$_.Name -match "node"} | Stop-Process -Force

The pattern is always: run tests → try to clean up processes → suicide.

Workaround

Adding this to the objective prompt eliminated the crash (for my use case):

NEVER run Stop-Process, kill, taskkill, or any command that kills node/npm processes. You ARE a node process — killing node processes kills yourself and crashes the entire iteration. Playwright manages its own browser and dev server lifecycle; you do not need to clean up after npm test.

Possible fix

gnhf could add this as a built-in system instruction when --agent claude is used, or reject/intercept tool calls that match Stop-Process.*node / kill.*node patterns before they execute.

Environment

  • gnhf 0.1.43
  • Windows 11
  • Node v24.13.0
  • Agent: claude (Haiku 4.5)

How to reproduce

While in a frontend project with playwright tests, include the following in prompt, on Haiku:

Dev servers are started **headlessly and in the background**, bound to a fixed port, with auto-open disabled in the config (`server.open: false`). Shut them down when the check is done.

gnhf version

0.1.43

Agent

claude

Model / provider (if relevant)

Haiku

OS and Node version

Windows 11 / Node v24.13.0

Debug log (gnhf.log)

{"timestamp":"2026-08-12T08:04:29.368Z","pid":24852,"event":"sleep:active","command":"powershell.exe"}
{"timestamp":"2026-08-12T08:04:29.414Z","pid":24852,"event":"run:start","args":["--agent","claude","# OBJECTIVE  Build a complete, polished, browser-based rhythm game: a BEST-EFFORT CLONE OF osu! (osu!standard), with one deliberate mechanical substitution — hit circles are struck by pressing a LETTER KEY shown on the circle at the right moment, instead of aiming and clicking an X/Y position with the mouse.  Complete means: a stranger can open it, load a song, play it, see a score, and want to play again. Not a demo. Not a prototype with TODOs in the hot path.  ## Fidelity target  osu! is the reference implementation. When a design question comes up — judgement window sizes, how AR/OD/HP/CS affect play, scoring and combo multipliers, judgement naming (300/100/50/miss), accuracy math, health drain, approach circle behaviour, results-screen layout, song-select flow, pause and retry semantics — match how osu! does it rather than inventing something. Its formats and formulas are well documented; look them up and follow them.  Bound this deliberately: - Fidelity applies to FEEL, TIMING, SCORING, and UI CONVENTIONS. It does NOT   mean feature-parity. Do not build multiplayer, a mod system, online leaderboards,   a full skinning engine, or an editor. Those are out of scope. - Do not copy osu! branding, logos, names, or art assets. Build your own visual   identity in the same spirit. - Where the keyboard mechanic conflicts with osu! behaviour, the keyboard   mechanic wins. Document the divergence.  ## Core mechanic  - CIRCLE: a letter appears on the circle. Press that letter within the timing   window. Judged like an osu! hit circle. - SLIDER: press the letter at the slider's start and HOLD it for the slider's   duration. Releasing early truncates the hold and costs the remainder. Slider   ticks/repeats should reward continued holding. - SPINNER: HOLD SPACEBAR for the spinner's duration. Convert osu!'s   rotations-required into a hold/pressure requirement that scales the same way   with difficulty.  These three are settled. Implement them; do not redesign them.  ## Non-negotiable capabilities  1. Runs in a modern web browser. No install step for the player. 2. Imports real osu! beatmaps via drag-and-drop / file picker:    - `.osz` — a ZIP archive containing `.osu` difficulty files, audio, and images.    - `.osu` — the plain-text difficulty format itself.    Parse timing points, hit objects, difficulty settings (AR/OD/HP/CS), and    metadata. Map osu!standard hit objects onto the keyboard mechanic above with    a documented, deterministic conversion rule — including how letters are    assigned so that dense patterns stay fair and readable. 3. Frame-accurate audio/visual sync. Drive timing from the audio clock, never    from frame counts or wall-clock deltas alone. Derive judgement windows from    the beatmap's difficulty settings, using osu!'s formulas. 4. Stable 60fps on a mid-range laptop with a dense map on screen. Measure this;    do not assume it. 5. Full play loop: song select → play → results screen → back to select.    Score, combo, accuracy, per-judgement counts, health/fail state, pause/retry. 6. Persistence of settings, keybinds, offset calibration, and local scores.  ## Method  MAKE IT EXIST. Get to a playable vertical slice as fast as possible: one minimally-parsed map, circles appear, letters get pressed, timing is judged, a score appears. Ugly is acceptable here. Broken is not.  MAKE IT GOOD. Only after the slice plays end-to-end, iterate on: beatmap import robustness, game feel (approach circles, hit lightning, combo bursts, screen shake, easing curves), audio (hitsounds, layered feedback), readability under density, difficulty pacing, UI/UX polish, accessibility (colorblind-safe, remappable keys, reduced-motion), and visual identity. At some point during this phase, move rendering to the GPU and use SHADERS — background dimming/parallax, glow and bloom on hits, note trails, transitions. Shaders are an explicit goal, not an optional flourish.  MAKE IT LAST. Project structure, module boundaries, tests around the timing/parsing/scoring core, build pipeline, README, and a clean separation between engine (timing, input, scoring, rendering) and content (maps, skins, themes). Refactor toward this continuously rather than saving it for the end.  The above should not necessarily be strictly done in given order. Decide what works best.  ## Planning and tracking  Maintain planning state in markdown files in the repo (e.g. `docs/TASKS.md`, `docs/DESIGN.md`, `docs/DECISIONS.md`). At the start of each iteration, read them. At the end, update them: mark what landed, re-rank what's next.  Do not bind what the future iterations will do here. And do not put any estimations on how many iterations will be needed for which tasks. Let the iteration and the future sessions decide for themselves. Your job is to only identify the next logical unit to perform, and leave the project in a better state than you started.  Think like a game designer, not only an engineer. Before building a mechanic, write down what it should FEEL like and how you will know if it does. Record design decisions and their rationale so later iterations don't relitigate them.  ## Prioritization  Always pick the highest effort-to-gain ratio item available. A cheap change that makes the game noticeably better beats an expensive change that makes it theoretically better. Prefer mature third-party libraries over hand-rolling — zip extraction, rendering, audio scheduling, bundling, testing. Use them freely.  ## Verification — required every iteration  Do not declare an iteration done on assertion alone. Actually run it. Establish and use a tiered feedback loop at `.claude/feedback.md` (fast static checks → focused runtime checks → end-to-end acceptance); if it does not exist, create it before relying on it, and extend it whenever a change touches a surface it does not cover. Verify at minimum: it builds, it runs, the game is playable, timing is accurate, the frame budget holds, and nothing that worked before regressed. Capture evidence cheaply — exit codes, logs, assertions, headless DOM checks, performance numbers. If something fails, say so with the output; never paper over it.  ### HEADLESS ONLY — never drive my browser  All browser verification runs in a HEADLESS, AUTOMATION-OWNED browser instance. This is a hard constraint, not a preference.  - Use **Playwright** (headless Chromium) as the driver. It is the only sanctioned   way to exercise the game. Selenium is an acceptable fallback if Playwright is   genuinely unusable; nothing else is. - The automation launches and disposes its own browser. Never attach to,   reuse, or take over a browser I already have open, and never leave one running   after the check finishes. - FORBIDDEN, without exception:   - Opening a visible browser window on my machine for any reason —     no `vite --open` / `--open` on any dev server, no `npm start` that auto-opens,     no `start`, `explorer`, `open`, or `xdg-open` on a URL or HTML file.   - Any GUI automation, screen capture of my desktop, or computer-use loop.   - Asking me to click through the game to confirm a change works. If you want a     human sanity-check, say so and stop; do not reach for the screen yourself. - Dev servers are started **headlessly and in the background**, bound to a fixed   port, with auto-open disabled in the config (`server.open: false`). Shut them   down when the check is done. - Everything the loop needs is available headlessly — assert on DOM/canvas state,   console and page errors, `page.evaluate` into game internals, synthetic   `keyboard.down` / `keyboard.up` for the letter and spacebar mechanics,   Playwright traces and screenshots-to-file for visual evidence, and   `requestAnimationFrame` / `performance` sampling collected in-page for the   60fps budget. - Headless flags that this project actually needs: run Chromium with   `--autoplay-policy=no-user-gesture-required` so the audio clock starts without   a real gesture, and make sure WebGL/shader work is exercised under headless   (SwiftShader software GL is fine for correctness; take frame-budget numbers   from a GPU-backed headless run and say which one produced the numbers). - Timing and performance assertions must come from in-page instrumentation the   headless run reads back — never from watching it play.  If a check is impossible headlessly, that is a finding: write it down in `docs/TASKS.md` with what it would take to make it headless, and move on. Do not resolve it by opening my browser.  ## Definition of done  The loop ends when the game is genuinely complete: a real osu! beatmap can be dropped in and played well, the full loop is polished, performance targets are met, the code is organized and documented, and there is nothing left on `docs/TASKS.md` that would embarrass you in front of a player."],"runId":"objective-build-a-co-45763d","runDir":"C:\\Users\\omkarb\\Desktop\\Projects\\sara\\.gnhf\\runs\\objective-build-a-co-45763d","agent":"claude","promptLength":8834,"promptFromStdin":false,"startIteration":0,"preventSleep":true,"worktree":false,"worktreePath":null,"currentBranch":false,"push":false,"platform":"win32","nodeVersion":"v24.13.0","gnhfVersion":"0.1.43"}
{"timestamp":"2026-08-12T08:04:29.536Z","pid":24852,"event":"orchestrator:start","agent":"claude","runId":"objective-build-a-co-45763d","startIteration":0,"push":false,"maxConsecutiveFailures":3,"baseCommit":"91723ad7c6332160da47fdecc8fb81259f7774dc","initialCommitCount":0}
{"timestamp":"2026-08-12T08:04:29.753Z","pid":24852,"event":"iteration:start","iteration":1,"promptLength":10939,"consecutiveFailures":0,"totalInputTokens":0,"totalOutputTokens":0,"git":{"head":"91723ad7c6332160da47fdecc8fb81259f7774dc","branch":"gnhf/objective-build-a-co-45763d","commitCount":0}}
{"timestamp":"2026-08-12T08:04:29.755Z","pid":24852,"event":"agent:run:start","iteration":1,"agent":"claude","logPath":"C:\\Users\\omkarb\\Desktop\\Projects\\sara\\.gnhf\\runs\\objective-build-a-co-45763d\\iteration-1.jsonl"}
{"timestamp":"2026-08-12T08:13:57.687Z","pid":24852,"event":"agent:run:end","iteration":1,"elapsedMs":567932,"success":true,"inputTokens":2507666,"outputTokens":22391,"cacheReadTokens":2507199,"cacheCreationTokens":44817,"estimated":false}
{"timestamp":"2026-08-12T08:13:58.258Z","pid":24852,"event":"iteration:end","iteration":1,"elapsedMs":568504,"success":true,"summary":"Successfully set up browser-based osu! clone project infrastructure with modular game engine, build system, and headless testing framework; all components validated and passing.","keyChanges":7,"keyLearnings":6,"consecutiveFailures":0,"totalInputTokens":2507666,"totalOutputTokens":22391,"tokensEstimated":false,"commitCount":1}
{"timestamp":"2026-08-12T08:13:58.498Z","pid":24852,"event":"iteration:start","iteration":2,"promptLength":10939,"consecutiveFailures":0,"totalInputTokens":2507666,"totalOutputTokens":22391,"git":{"head":"c815410ff21c96df3516281930b462f199842779","branch":"gnhf/objective-build-a-co-45763d","commitCount":1}}
{"timestamp":"2026-08-12T08:13:58.499Z","pid":24852,"event":"agent:run:start","iteration":2,"agent":"claude","logPath":"C:\\Users\\omkarb\\Desktop\\Projects\\sara\\.gnhf\\runs\\objective-build-a-co-45763d\\iteration-2.jsonl"}
{"timestamp":"2026-08-12T08:26:11.642Z","pid":24852,"event":"agent:run:end","iteration":2,"elapsedMs":733143,"success":true,"inputTokens":4506030,"outputTokens":41996,"cacheReadTokens":4505410,"cacheCreationTokens":74794,"estimated":false}
{"timestamp":"2026-08-12T08:26:13.230Z","pid":24852,"event":"iteration:end","iteration":2,"elapsedMs":734730,"success":true,"summary":"Successfully implemented playable vertical slice with beatmap loading, hit detection, scoring, and full play loop; all 8 tests passing with 54+ FPS maintained.","keyChanges":11,"keyLearnings":7,"consecutiveFailures":0,"totalInputTokens":7013696,"totalOutputTokens":64387,"tokensEstimated":false,"commitCount":2}
{"timestamp":"2026-08-12T08:26:13.454Z","pid":24852,"event":"iteration:start","iteration":3,"promptLength":10939,"consecutiveFailures":0,"totalInputTokens":7013696,"totalOutputTokens":64387,"git":{"head":"530df541b99bbc0b1c582a0305d3fd953b66ce47","branch":"gnhf/objective-build-a-co-45763d","commitCount":2}}
{"timestamp":"2026-08-12T08:26:13.455Z","pid":24852,"event":"agent:run:start","iteration":3,"agent":"claude","logPath":"C:\\Users\\omkarb\\Desktop\\Projects\\sara\\.gnhf\\runs\\objective-build-a-co-45763d\\iteration-3.jsonl"}
{"timestamp":"2026-08-12T08:34:08.564Z","pid":24852,"event":"agent:run:end","iteration":3,"elapsedMs":475109,"success":true,"inputTokens":1899852,"outputTokens":15884,"cacheReadTokens":1899514,"cacheCreationTokens":49027,"estimated":false}
{"timestamp":"2026-08-12T08:34:09.026Z","pid":24852,"event":"iteration:end","iteration":3,"elapsedMs":475571,"success":true,"summary":"Successfully implemented approach circles - animated shrinking rings that provide crucial visual timing feedback, maintaining 54+ FPS performance.","keyChanges":4,"keyLearnings":4,"consecutiveFailures":0,"totalInputTokens":8913548,"totalOutputTokens":80271,"tokensEstimated":false,"commitCount":3}
{"timestamp":"2026-08-12T08:34:09.239Z","pid":24852,"event":"iteration:start","iteration":4,"promptLength":10939,"consecutiveFailures":0,"totalInputTokens":8913548,"totalOutputTokens":80271,"git":{"head":"95db132de4987fbea8d861afed07165432031001","branch":"gnhf/objective-build-a-co-45763d","commitCount":3}}
{"timestamp":"2026-08-12T08:34:09.241Z","pid":24852,"event":"agent:run:start","iteration":4,"agent":"claude","logPath":"C:\\Users\\omkarb\\Desktop\\Projects\\sara\\.gnhf\\runs\\objective-build-a-co-45763d\\iteration-4.jsonl"}
{"timestamp":"2026-08-12T08:50:49.297Z","pid":24852,"event":"agent:run:error","iteration":4,"elapsedMs":1000051,"error":{"name":"Error","message":"claude returned no structured_output","stack":"Error: claude returned no structured_output\n    at ChildProcess.<anonymous> (file:///C:/Users/omkarb/AppData/Roaming/npm/node_modules/gnhf/dist/cli.mjs:14194:29)\n    at ChildProcess.emit (node:events:520:35)\n    at maybeClose (node:internal/child_process:1101:16)\n    at ChildProcess._handle.onexit (node:internal/child_process:305:5)"}}
{"timestamp":"2026-08-12T08:50:49.493Z","pid":24852,"event":"iteration:end","iteration":4,"elapsedMs":1000253,"success":false,"summary":"claude returned no structured_output","keyChanges":0,"keyLearnings":0,"consecutiveFailures":1,"totalInputTokens":16276276,"totalOutputTokens":80496,"tokensEstimated":false,"commitCount":3}
{"timestamp":"2026-08-12T08:50:49.494Z","pid":24852,"event":"backoff:start","iteration":4,"consecutiveErrors":1,"backoffMs":60000}
{"timestamp":"2026-08-12T08:51:49.520Z","pid":24852,"event":"backoff:end","iteration":4,"stopRequested":false}
{"timestamp":"2026-08-12T08:51:49.742Z","pid":24852,"event":"iteration:start","iteration":5,"promptLength":10939,"consecutiveFailures":1,"totalInputTokens":16276276,"totalOutputTokens":80496,"git":{"head":"95db132de4987fbea8d861afed07165432031001","branch":"gnhf/objective-build-a-co-45763d","commitCount":3}}
{"timestamp":"2026-08-12T08:51:49.743Z","pid":24852,"event":"agent:run:start","iteration":5,"agent":"claude","logPath":"C:\\Users\\omkarb\\Desktop\\Projects\\sara\\.gnhf\\runs\\objective-build-a-co-45763d\\iteration-5.jsonl"}
{"timestamp":"2026-08-12T09:00:07.998Z","pid":24852,"event":"agent:run:end","iteration":5,"elapsedMs":498255,"success":true,"inputTokens":1842938,"outputTokens":20242,"cacheReadTokens":1842624,"cacheCreationTokens":49138,"estimated":false}
{"timestamp":"2026-08-12T09:00:08.491Z","pid":24852,"event":"iteration:end","iteration":5,"elapsedMs":498748,"success":true,"summary":"Successfully implemented full slider mechanics with rendering and input handling, making the game playable with circles and sliders; all 11 tests passing with 58+ FPS maintained.","keyChanges":6,"keyLearnings":5,"consecutiveFailures":0,"totalInputTokens":18119214,"totalOutputTokens":100738,"tokensEstimated":false,"commitCount":4}
{"timestamp":"2026-08-12T09:00:08.699Z","pid":24852,"event":"iteration:start","iteration":6,"promptLength":10939,"consecutiveFailures":0,"totalInputTokens":18119214,"totalOutputTokens":100738,"git":{"head":"b5132122abddff8f49a78a113f3510bb96035ce2","branch":"gnhf/objective-build-a-co-45763d","commitCount":4}}
{"timestamp":"2026-08-12T09:00:08.700Z","pid":24852,"event":"agent:run:start","iteration":6,"agent":"claude","logPath":"C:\\Users\\omkarb\\Desktop\\Projects\\sara\\.gnhf\\runs\\objective-build-a-co-45763d\\iteration-6.jsonl"}
{"timestamp":"2026-08-12T09:14:16.806Z","pid":24852,"event":"agent:run:error","iteration":6,"elapsedMs":848106,"error":{"name":"Error","message":"claude returned no structured_output","stack":"Error: claude returned no structured_output\n    at ChildProcess.<anonymous> (file:///C:/Users/omkarb/AppData/Roaming/npm/node_modules/gnhf/dist/cli.mjs:14194:29)\n    at ChildProcess.emit (node:events:520:35)\n    at maybeClose (node:internal/child_process:1101:16)\n    at ChildProcess._handle.onexit (node:internal/child_process:305:5)"}}
{"timestamp":"2026-08-12T09:14:16.993Z","pid":24852,"event":"iteration:end","iteration":6,"elapsedMs":848293,"success":false,"summary":"claude returned no structured_output","keyChanges":0,"keyLearnings":0,"consecutiveFailures":1,"totalInputTokens":22878036,"totalOutputTokens":100907,"tokensEstimated":false,"commitCount":4}
{"timestamp":"2026-08-12T09:14:16.994Z","pid":24852,"event":"backoff:start","iteration":6,"consecutiveErrors":1,"backoffMs":60000}
{"timestamp":"2026-08-12T09:15:17.000Z","pid":24852,"event":"backoff:end","iteration":6,"stopRequested":false}
{"timestamp":"2026-08-12T09:15:17.219Z","pid":24852,"event":"iteration:start","iteration":7,"promptLength":10939,"consecutiveFailures":1,"totalInputTokens":22878036,"totalOutputTokens":100907,"git":{"head":"b5132122abddff8f49a78a113f3510bb96035ce2","branch":"gnhf/objective-build-a-co-45763d","commitCount":4}}
{"timestamp":"2026-08-12T09:15:17.221Z","pid":24852,"event":"agent:run:start","iteration":7,"agent":"claude","logPath":"C:\\Users\\omkarb\\Desktop\\Projects\\sara\\.gnhf\\runs\\objective-build-a-co-45763d\\iteration-7.jsonl"}
{"timestamp":"2026-08-12T09:24:51.400Z","pid":24852,"event":"agent:run:end","iteration":7,"elapsedMs":574179,"success":true,"inputTokens":1942444,"outputTokens":20767,"cacheReadTokens":1942130,"cacheCreationTokens":52375,"estimated":false}
{"timestamp":"2026-08-12T09:24:51.932Z","pid":24852,"event":"iteration:end","iteration":7,"elapsedMs":574711,"success":true,"summary":"Successfully implemented complete spinner mechanics with rendering and input handling, making all three core hit object types (circles, sliders, spinners) fully playable with proper visual feedback; all 13 tests passing with stable 50+ FPS","keyChanges":7,"keyLearnings":5,"consecutiveFailures":0,"totalInputTokens":24820480,"totalOutputTokens":121674,"tokensEstimated":false,"commitCount":5}
{"timestamp":"2026-08-12T09:24:52.116Z","pid":24852,"event":"iteration:start","iteration":8,"promptLength":10939,"consecutiveFailures":0,"totalInputTokens":24820480,"totalOutputTokens":121674,"git":{"head":"4c3e4a06ffa2a690e5917f6fb3c694f4c87aaf66","branch":"gnhf/objective-build-a-co-45763d","commitCount":5}}
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{"timestamp":"2026-08-12T09:28:01.706Z","pid":24852,"event":"orchestrator:graceful-stop-requested","iteration":8,"hasActiveIteration":true,"status":"running"}
{"timestamp":"2026-08-12T09:28:01.707Z","pid":24852,"event":"signal:SIGINT"}
{"timestamp":"2026-08-12T09:28:02.005Z","pid":24852,"event":"orchestrator:stop-requested","iteration":8,"hasActiveIteration":true,"loopDone":false}
{"timestamp":"2026-08-12T09:28:02.763Z","pid":24852,"event":"signal:SIGINT"}
{"timestamp":"2026-08-12T09:28:02.767Z","pid":24852,"event":"agent:run:stopped","iteration":8,"elapsedMs":190649}
{"timestamp":"2026-08-12T09:28:02.769Z","pid":24852,"event":"iteration:stopped","iteration":8,"elapsedMs":190652}
{"timestamp":"2026-08-12T09:28:02.987Z","pid":24852,"event":"orchestrator:end","status":"stopped","iterations":8,"successCount":5,"failCount":2,"totalInputTokens":25549584,"totalOutputTokens":121707,"commitCount":5}
{"timestamp":"2026-08-12T09:28:02.989Z","pid":24852,"event":"sleep:cleanup","command":"powershell.exe"}
{"timestamp":"2026-08-12T09:28:03.456Z","pid":24852,"event":"run:complete","signal":"SIGINT","status":"stopped","iterations":8,"successCount":5,"failCount":2,"totalInputTokens":25549584,"totalOutputTokens":121707,"commitCount":5,"worktreePath":null}
{"timestamp":"2026-08-12T10:35:18.495Z","pid":36312,"event":"sleep:active","command":"powershell.exe"}
{"timestamp":"2026-08-12T10:35:18.545Z","pid":36312,"event":"run:start","args":[],"runId":"objective-build-a-co-45763d","runDir":"C:\\Users\\omkarb\\Desktop\\Projects\\sara\\.gnhf\\runs\\objective-build-a-co-45763d","agent":"claude","promptLength":8834,"promptFromStdin":false,"startIteration":8,"preventSleep":true,"worktree":false,"worktreePath":null,"currentBranch":false,"push":false,"platform":"win32","nodeVersion":"v24.13.0","gnhfVersion":"0.1.43"}
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{"timestamp":"2026-08-12T13:00:41.326Z","pid":35280,"event":"iteration:end","iteration":21,"elapsedMs":787578,"success":true,"summary":"Successfully implemented combo burst effects - celebratory visual animations at combo milestones (25, 50, 75, 100, 150, 200+) with animated radiating rings and gold text. All 19 tests passing at 60.3 FPS.","keyChanges":8,"keyLearnings":8,"consecutiveFailures":0,"totalInputTokens":2836432,"totalOutputTokens":17830,"tokensEstimated":false,"commitCount":8}
{"timestamp":"2026-08-12T13:00:41.412Z","pid":35280,"event":"iteration:start","iteration":22,"promptLength":10940,"consecutiveFailures":0,"totalInputTokens":2836432,"totalOutputTokens":17830,"git":{"head":"0849bf9cd568ef0445cb5fe4562440ac84c9dff4","branch":"gnhf/objective-build-a-co-45763d","commitCount":8}}
{"timestamp":"2026-08-12T13:00:41.413Z","pid":35280,"event":"agent:run:start","iteration":22,"agent":"claude","logPath":"C:\\Users\\omkarb\\Desktop\\Projects\\sara\\.gnhf\\runs\\objective-build-a-co-45763d\\iteration-22.jsonl"}
{"timestamp":"2026-08-12T13:14:52.983Z","pid":35280,"event":"agent:run:end","iteration":22,"elapsedMs":851570,"success":true,"inputTokens":2981231,"outputTokens":26866,"cacheReadTokens":2980811,"cacheCreationTokens":67272,"estimated":false}
{"timestamp":"2026-08-12T13:14:53.199Z","pid":35280,"event":"iteration:end","iteration":22,"elapsedMs":851786,"success":true,"summary":"Implemented complete song select screen with beatmap management and keyboard navigation, enabling the full play loop (select → play → results → select); all 19 tests passing at 60.1 FPS.","keyChanges":8,"keyLearnings":6,"consecutiveFailures":0,"totalInputTokens":5817663,"totalOutputTokens":44696,"tokensEstimated":false,"commitCount":9}
{"timestamp":"2026-08-12T13:14:53.301Z","pid":35280,"event":"iteration:start","iteration":23,"promptLength":10940,"consecutiveFailures":0,"totalInputTokens":5817663,"totalOutputTokens":44696,"git":{"head":"59c71b4dbaadd735f8a1d7c4ae13f58cd2dd7514","branch":"gnhf/objective-build-a-co-45763d","commitCount":9}}
{"timestamp":"2026-08-12T13:14:53.302Z","pid":35280,"event":"agent:run:start","iteration":23,"agent":"claude","logPath":"C:\\Users\\omkarb\\Desktop\\Projects\\sara\\.gnhf\\runs\\objective-build-a-co-45763d\\iteration-23.jsonl"}

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