The first ALLY, and the reputation loop that earns it — "don't shoot the biome, it helps you"
(V2_IDEAS) made mechanical.
- combat/enemies.js + balance.js: the `phage` archetype. A friendly seeker that hunts the
nearest FOE (not the player) and rams it — a bacteriophage bursts its host after `bursts`
hits. Fast (26 > every foe) so it catches things, fragile (hp 8) so it is spent, not a wall.
Entities now carry a `foe` flag (foes true; flora + phage false); kill() generalised so ANY
ally scores nothing and never combos. Fallback silhouette is a bare icosahedron = the phage's
real icosahedral capsid. Teal (EMISSIVE.ally), distinct from cyan "don't shoot" flora.
- combat/index.js: BIOME STANDING — one run-scoped float. flora:tended raises it, flora:harmed
drops it 25; at the symbiotic threshold the biome BUDS a phage near you (capped 3, 3s cooldown),
spending standing. Emits `standing {value}` for a future Lane E meter.
- levels/enemies.js: ARCHETYPES += phage; catalogue `phage`.
Verified deterministically in-engine: tending flora budded a phage, which hunted a spore_pod foe
(30hp) and rammed it dead; three-colour readability holds (amber foe / teal ally / cyan friend).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>