Armillario by Ingo_holle
A first beat, a lone impulse sent through the membrane of the newborn heart: the organism takes its first breath.
Thank you for stopping by! Your help is badly needed.
As our heart grows stronger, it starts building and nourishing the organism. Yet peace is short lived as malicious entities begin to crawl towards it. First only a few appear, so you might just be able to up the organisms defences in time. But that won't stop them for long. More are coming...


How to play
Skip this section if you want to find out yourself :)
:loud_sound: Enabling sound is recommended
Goal
Try to get the organism to survive as long as possible
Controls
Click on white nodes and select a color to assign them a type
Surviving
- Starting with a center heart node, the organism will grow in ten second-cycles. Each cycle, the organism produces and distributes energy that it requires to grow and sustain itself.
- If its energy balance is positive, the organism will develop new nodes. Those will continue to grow every cycle until they reach their full size. You can develop them into different types with special abilities:
- green nodes produce additional energy every cycle
- purple nodes can shoot projectiles against incoming enemies. Each shot requires energy.
- each node's type is final and cannot be reassigned.
- Newly assigned nodes undergo a construction period before they are operational. This process requires a fixed amount of energy. The more energy the organism can provide per cycle, the shorter the construction period.
Damage and death
- More and more enemies will attack the organism over time. Nodes hit by attacks will shrivel and die if they take to much damage. The game ends if the heart node is destroyed.
- To avoid this, you will need to fend off the attackers. A red indicator will show you, where the next wave will spawn.

Team
- Gamedesign by all
- Programming by @BlackLambert and @Ingo_holle
- Sound by @Sydijah

| Web (low res) | https://blacklambert.itch.io/armillario |
| Mac (recommended) | https://blacklambert.itch.io/armillario |
| Windows (recommended) | https://blacklambert.itch.io/armillario |
| Link | https://github.com/phruncy/LD-51 |
| Original URL | https://ldjam.com/events/ludum-dare/51/armillario |
Ratings
| Overall | 97th | 4.067⭐ | 32🧑⚖️ |
| Fun | 352th | 3.633⭐ | 32🧑⚖️ |
| Innovation | 79th | 4.033⭐ | 32🧑⚖️ |
| Theme | 76th | 4.267⭐ | 32🧑⚖️ |
| Graphics | 203th | 4.183⭐ | 32🧑⚖️ |
| Audio | 67th | 4.117⭐ | 32🧑⚖️ |
| Mood | 54th | 4.25⭐ | 32🧑⚖️ |
| Given | 34🗳️ | 34🗨️ |
A couple things I think could be improved:
* Often the new parts evolved to be under the old ones, so it was hard to spot them
* There was no score, would be nice to know how well I was doing :stuck_out_tongue:
* The bullets of my attack nodes didn't always hit! This was particularly frustrating because of the limited ammo and the fact that I had no influence on where the bullets shot. It seems like they were shooting where the enemy was and not where it was going to be
Fix these things and I think this could be turned into a full game, really enjoyed it!
@kavehes Thanks for your feedback! The balancing would have deserved more time, that's true. :D
I think with multiple levels and objectives (stay alive of x minutes, grow this size in x minutes, etc.), it could really become a very nice little game.
One of my favorite LD51 games so far!
At some point I realized that I had a lot of white nodes which I couldn't assign types because they were covered by other nodes. (I could only see them for a brief moment during the growing animation every 10 seconds).
Some points:
- Had the same issue as others with new nodes appearing under other ones. Not sure how your graphics are set up, but I would assume that it's some sort of modified 2d Unity Sprites. One idea for you to try is to put SortingOrder of each next Sprite one higher than the previous - then at least all the new ones which you can interact with will be visible.
- Also when nodes get attacked and they have very little health left they get very-very small. So some sort of minimal size would assist visuals as well :)
But there are sometimes these little tricks which you can make which probably don't cost too much time to implement, but solve some issues which come from lack of time. :)
The visuals looks sooo good, the sound design is absolutely great, and it felt like the right amount of cryptic but understandable. I made it to 6.3 on my first try and 8.7 on my second!
The only little thing that I guess could be improved is that sometimes black node are hidden behind already colored ones and are impossible to click on. That doesn't happen very often though.
Great job and thanks for the game!
No UI makes it nice and clean as well, good game