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A member registered Jun 01, 2021 · View creator page →

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Erifbend community · Created a new topic v0.2.2 Patches
(1 edit)

Erifbend Patch Notes 0.2.2 (08112026_1)

  • New fancy main menu background.
  • New building textures for three towers: Vibrate, Wire, and Recoil.
  • You can now delete save files.
  • Fixed issues with Modem Tower.
Erifbend community · Created a new topic Open Early Testing



Hey itch.io Community,


If you stumbled upon this, congrats! I'm going to test out leaving this open for the time being (this week or something) to see if I get some ups and downs from players. I feel like I'm in far enough for it to be able to "make sense," although I can do a better job writing out the game details. This is an idea for game I've had for a while, and yes a game compiled to HTML is not any blockbuster indie or triple A standard but this stands to be more as a project of fun rather than to "make it big" with my idea. Plenty of development to go on there.... (sorry for leaving Thicc Apple in Unity limbo >_<).

Erifbend is a tower defense-city builder-card game. The city building helps you get more powerful things, cards help you get material and interact with the game field, and towers defeat enemies not for gold but so you can inch towards drawing another card. The concept of the game overall having things become more scarce vs. the standard wait for big money for big upgrades is something I'm heavily focused on balancing. Maybe essence has more uses in the future...? I want to keep the same gameplay mechanics and intact and ultimately avoid the feature/power creep.

If its fun (which I hope so), I'm glad it was! If not, I look forward to finding out the ongoing changes and what any updates and transformations we brainstorm will bring to Erifbend.


Best regards,

Cudds

Erifbend community · Created a new topic v0.2.1 Patches
(1 edit)



Erifbend Patch Notes 0.2.1 (08082026_1)

  • New Sandbox Mode! You can now test out different maps and tile patterns, completely for fun (does not give rewards).
  • Three new maps: Backdocks, Trapezoid, and Maze
  • Three new enemies: the Consumed family of Erifs, Despes, and Vehays.
  • New popups for encountering Ardks, Plated, Spirited, and Consumed enemies.
  • New building textures for Basic and Sniper towers.
  • You can now demolish buildings in order to change them out.
  • Updated popouts to add small lore to enemy descriptions.
  • Balance Changes
    • Modem
      • Base chain damage increased 1 -> 2
    • Vehays
      • Spirited Vehays health slightly increased.
  • Bug Patches
    • Fixed and issue where tile pattern generation would incorrectly underestimate wave patterns at higher (14+) difficulties

Hope you enjoy!

Erifbend community · Created a new topic v0.2.0 Patches
(4 edits)

Erifbend Patch Notes 0.2.0 (08052026_1)

  • New Towers: Disrupter and Modem
    • Disrupter and Modem are both unlocked at Encampment Level 9.
    • Disrupter is an AOE tower that can eventually disable enemy death spawns.
    • Modem is a standard tower that causes direct chain damage on hit and death.
  • New Enemy Family: Ardks
    • Stand as "boss" enemies. Resistant to including damage/statuses, high health.
    • Ardk start at effective Wave 25
    • Plated Ardks start at effective Wave 45
    • Spirited Ardks start at effective Wave 60
  • New popups related to the first time you face tiles with specific enemies.
    • Armors, Spawns/Quicks, Oundgr, Lohy, Ardks have new tiles.
  • New tile patterns: Spirit Rush and Voided
    • Spirit Rush costs all spirited version of enemies to be favored, leading to earlier spirited waves.
    • Voided favors all types of Ardks
  • Balance Changes
    • Basic: Serrated has its cost changed 2M -> 3M.
      • It just feels like this trivializes early game Armors...
    • Centripetal: Potluck has it charges changed 12 -> 10
      • Yes this just wasn't right for its price.
    • Lohy and Oundgr have had their base HP slightly increased.
    • Wave budgeting has had its calculation equation updated.
      • Waves now scale budget slightly faster on further waves.
      • Budget jumps every 15 effective waves.
      • Effective waves after 60 have had a significant increase.
  • Increased size of Cancel/Speed buttons (to aid mobile players)
  • Changed Base Health and Tower count to be bars.
  • Neutral is now an icon instead of "Neutral: "
  • Mobile has an larger tower buttons.
  • Tower selection now has pages if more towers are unlocked than can be displayed.


I think the best way to understand most of the balance changes/additions is to understand how the wave system works. Waves have an "effective" wave based on the difficulty of the tile. Higher difficulty tiles have a Wave 10 that is effectively higher than Wave 10 of a lower difficulty tile. For example, Wave 10 on a Difficulty 21 is effectively Wave 27; but on a Difficulty 4 tile (the first time you can get to Wave 10) Wave 10 is effectively Wave 15. This scale is likely to be tuned as needed...

Anyways, enjoy some happy erifs.


Erifbend community · Created a new topic v0.1.0 Patches
(1 edit)

Erifbend Patch Notes for 0.1.0 (08012026_1)

  • New Tower: Echo
    • Support tower that grants buffs to nearby towers.
    • Unlocked at encampment rank 7
    • Added upgrades:
      • Chamber -> Battlecry (blocks Seeing Eye)
      • Enlighten -> Seeing Eye (blocks Battlecry)
      • Fierce
  • New Building: Power Catcher
    • Stores 15 building points/hour; click to collect (max 12 hours).
  • New intro comic and tutorial sequence for new players.
  • New building textures for all basic buildings.
  • Changed tower selection layout to support up to 16 towers.
  • Changed player selection screen to show credits for music.


I hope this patch is enjoyable! :D

Erifbend community · Created a new topic v0.0.2 Patches
(1 edit)

Erifbend Patch Notes for 0.0.2 (07312026_2)

  • Added speed buttons for gameplay, cancel button for various (to be compatible with non-keyboard input)
  • Added title image
  • Fixed issue with non-rendering character in player select menu
  • Fixed issue where canceling out of preview of a enemy tile did not remove details from panel until clicking on another tile
  • Fixed bug where Decay's Prickle upgrade wouldn't actually increase enemy cap
  • Fixed bug where some instances Wave 1 on a Difficulty 1 tile can sometimes ski
  • Fixed image rendering of Blight Bomb card