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'NewMe NuMe LuMe: Alien Wars' - September Game Development Update!

[p]Firstly, please understand that this message has been written using a translation tool and may have issues with clarity. [/p][p][/p][p]Hello!

It’s been a month since my last announcement at the end of August, and now we’re already in late September!

How have you all been over the past month?


As we reach the end of Q3 and head into Q4,
I hope the last quarter of the year wraps up with good things for everyone!


Like the previous post, today’s announcement covers my development progress and a few miscellaneous notes.

Please check the details below!








1.\[Development Update] [/p][p]
The final boss of the additional (Epilogue) stages that I was working on last month is mostly done—about 90% complete!


[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][carousel][/carousel][p]

I’m currently building the true final boss of the additional (Epilogue) stages.

I’m planning a total of 8 attack patterns, and as of today I’ve implemented 7,
so it’s about 70% complete so far!


There’s still quite a bit left—ending, story dialogues, and more—
but my target is an update at the end of October, around Halloween.

I’m working hard toward that!
(That said, there’s about a 90% chance the update will land in November–December rather than late October...)



[/p][previewyoutube][/previewyoutube][p]
As a little extra, I also put together a short clip showing how the additional (Epilogue) stage’s final boss fight might play out!








2.\[Library & Capsule Images]

One day I took another look at the store page’s library/capsule images.

Even when I drew them one years ago, I felt they weren’t great—and seeing them now, I still think they look rough… haha.


So I decided to redraw them from scratch!
(For comparison, I included a rotating before/after image.)

[/p][carousel][/carousel][p]
[/p][carousel][/carousel][p]

(I heard that making drawings larger helps, so this time I made the new drawings bigger!)



After uploading the new drawings I was quietly satisfied—

and, surprisingly, perhaps thanks to these new drawings, the game seems to be getting a bit more attention than before!



By the way, I’d already drawn a 4-panel comic for this post, but the joke’s premise ended up a bit diluted—kind of a shame, haha...[/p][p]
[/p][carousel][/carousel][p]
(Thank you so much for buying the game, adding it to your wishlist, or playing it. (ᵕ̣̣̣̣̣̣﹏ᵕ̣̣̣̣̣̣))






This is where I'll end this announcement.

If you could let me know through the link below about any difficult enemy patterns or level of difficulty you've experienced, I will actively take it into account!

https://steamcommunity.com/app/2855660/discussions/0/4364628673432078457/ [/p][p]






[/p][carousel][/carousel][p]
Thank you very much for your interest in the game I developed![/p][p][/p][p]

+)
If there’s a drawing you’d like me to make, please let me know in the comments!
I’ll draw it and upload it as artwork.[/p]

'NewMe NuMe LuMe: Alien Wars' - August Game Development Update! 2

[p]Firstly, please understand that this message has been written using a translation tool and may have issues with clarity.[/p][p]

[/p][p]Hello![/p][p][/p][p]It’s already late August since our end-of-July update!
How have you all been over the past month?[/p][p][/p][p]Two-thirds of the year have already flown by! I hope many good things come your way in the remaining months! :)[/p][p][/p][p][/p][p]I’ve been continuously working on the final boss of the additional (epilogue) stage![/p][p]So this announcement will be about the development status and some miscellaneous chatter![/p][p][/p][p]Please check the details below![/p][p][/p][p][/p][p][/p][p]1.\[Development Status][/p][p][/p][p][/p][p]Currently, 6 boss attack patterns are finished.[/p][p][/p][p]What’s left is adding 1 more pattern, tuning difficulty per player character for the boss fight, and item supply,[/p][p]as well as a boss-only HP bar, etc.[/p][p]So I’d say we’re roughly 70% complete!
[/p][p](Of course, things like the ending… story dialogue… and other parts besides the boss fight are still left—haha…)[/p][p][/p][p][/p][p][/p][previewyoutube][/previewyoutube][p]I also made a short video to show how the boss fight will play out—please have a look![/p][p][/p][p][/p][p][/p][p]2.\[Miscellaneous][/p][p][/p][p][/p][p]2- 1. \[About Development Speed][/p][p]Originally, the boss was planned to be finished in early to mid-August…[/p][p]As you can see, far from being finished, there are still many parts that need adjustment.[/p][p]To explain why development has slowed down…[/p][p][/p][p]For the past 2–3 years, during the July–September period, my PC suddenly and repeatedly (about 10+ times a day)[/p][p]hits a blue screen and then reboots.[/p][p]I’ve tried several times to fix this mysterious issue, but the exact cause hasn’t been confirmed yet.[/p][p][/p][p]After I lost 5 hours of work due to a reboot right before saving,[/p][p]I’ve been proceeding with frequent manual/automatic backups.[/p][p][/p][p][/p][p]I sincerely apologize that this issue has slowed development…[/p][p][/p][p]I’m still developing even though the PC keeps crashing,[/p][p]and while writing this announcement, it has crashed at least five times! Yikes…[/p][p][/p][p][/p][p]Additionally, I tried to express my situation with a drawing! Hahaha…[/p][p][/p][p][/p][p][/p][p]2- 2. \[About Sound Effects][/p][p]In the current build, the BGM pitch rises according to the player’s HP.[/p][p][/p][p]I was quite happy with that effect,[/p][p]so I thought it would be good to apply a similar adjustment to the sound effects as well. I tried 5–10% pitch changes.[/p][p][/p][p]In testing,[/p][p]the change was barely noticeable; and when I increased the range, it started to feel unnatural,[/p][p]so I’ve postponed the update for now.[/p][p][/p][p]Still, since I put in a fair amount of time and effort (about 2 days),[/p][p]rather than throwing it away completely, I plan to polish it a bit more and include it in a future update![/p][p][/p][p][/p][p][/p][p][/p][p]This is where I'll end this announcement. [/p][p][/p][p][/p][p][/p][p]If you could let me know through the link below about any difficult enemy patterns or level of difficulty you've experienced, I will actively take it into account![/p][p][/p][p]https://steamcommunity.com/app/2855660/discussions/0/4364628673432078457/[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]Thank you very much for your interest in the game I developed![/p]

'NewMe NuMe LuMe: Alien Wars' - August Game Development Update!

[p]Firstly, please understand that this message has been written using a translation tool and may have issues with clarity.



Hello!



Since the early July update, it’s already the end of the month!

How have you all been over the past few weeks?



As July comes to a close and we enter the second half of the year,

I sincerely hope everything goes well for you during the remaining months of 2025!



Anyway, today’s announcement includes two main points:


1. System patch including additional (epilogue) stage updates
2. Current development progress




Please check the details below!








\[1. Patch: Additional (Epilogue) Stage and System Updates]

Earlier this month, I made a small difficulty adjustment to the final (epilogue) stage,[/p][p]but I still felt it was too difficult — so I’ve made the following changes:




1. \[Coin Bonus System][/p]
  • [p]The trigger conditions and reset threshold for the Coin Bonus have been slightly relaxed,
    allowing you to collect coins more easily from now on![/p]
[p][/p][p]This should help you buy items from the shop or enjoy a smoother experience
when playing the additional (epilogue) stages with Ryong Ryong!

[/p][p]

2. \[Player-Specific Changes in Epilogue Stages]



1-1. Ryong Ryong[/p]
  • [p]Ryong Ryong’s play style consumes coins to attack.
    Once the coins are all used up, she can’t perform her main attacks anymore.[/p]
[p][/p][p]Previously, during the final field battle of the additional (epilogue) stage,
there was no coin supply except for the enemy kill bonus.[/p][p][/p][p]While I initially thought that managing coins under pressure would add tension,
in reality, running out of coins meant you simply couldn’t proceed anymore which made the experience frustrating rather than fun.[/p][p][/p][p][/p][p]So now, the coin bonus for defeating enemies in the final field battle has been increased
from 100 → 300 coins!




1-2. Kim Ttolttol[/p]
  • [p]Kim Ttolttol’s play style in the additional stage is a high-risk, high-reward type:
    his performance heavily depends on whether he gets hit.[/p]
[p][/p][p]However, I realized that avoiding damage entirely is extremely difficult in this stage,
and that this design posed problems.



[/p][p]As a result, I’ve significantly reduced the price of the upgrade
that increases the minimum number of dolls you can hold:[/p]
  • [p]Stage 7 Shop: 900 → 450[/p]
  • [p]Stage 8 Shop: 1000 → 550[/p]
[p][/p][p][/p][p][/p][p] 1-3. OcherFrog

[dynamiclink][/dynamiclink][/p][p]In the last difficulty patch, I reduced the stats of the gargoyle enemies[/p][p]and increased the mid-boss’s HP slightly.[/p][p][/p][p]But then I realized I had forgotten to consider OcherFrog’s play style,[/p][p]which relies on ammo supplies for his weapon attacks! [/p][p][/p][p][/p][p]
To address this, I’ve added support from a bee ally that fires grenade rounds[/p][p]in addition to the regular bullet attack!









\[2. Current Development Progress]

[/p][p]
Right now, I’m working on the final boss of the additional (epilogue) stages![/p][p][/p][p]I’m planning to give it around 6–7 attack patterns,
and currently working on its pixel animations.
[/p][p][/p][p][/p][p]

[/p][p]
So far, I’ve finished about 3–4 pixel animations as shown above,
and I expect to complete the remaining 3 animations and patterns sometime next month.[/p][p][/p][p][/p][p]By the way — this boss has a much larger hitbox, so I made it physically larger, too.
I tried to put a lot of effort into making it look good…[/p][p][/p][p][/p][p]But with a height about 2.5 times that of the player character,
it somehow feels a bit... off. Hahaha...





This is where I'll end this announcement.

If you could let me know through the link below about any difficult enemy patterns or level of difficulty you've experienced, I will actively take it into account!

https://steamcommunity.com/app/2855660/discussions/0/4364628673432078457/










Thank you very much for your interest in the game I developed!








[/p][previewyoutube][/previewyoutube][p] +) I also uploaded a video showing the process of drawing this announcement’s thumbnail. Haha![/p]

Adjustments to Difficulty Levels in 'NewMe NuMe LuMe: Alien Wars' (8)

[p]Firstly, please understand that this message has been written using a translation tool and may have issues with clarity.[/p][p][/p][p][/p][p]Hello there...[/p][p][/p][p]It’s only been a few days since the last update, but here I am greeting you again so soon.[/p][p][/p][p]The reason I’m reaching out this quickly is to inform you about some adjustments to the difficulty of the final stage.[/p][p][/p][p][/p][p]I’ve received feedback that, aside from Ryong Ryong, the other two characters were having a hard time clearing the latter half of the final stage.[/p][p][/p][p]To explain why the last part ended up being so difficult…[/p][p]I originally designed it with the assumption that each character’s second upgrade level would be extremely powerful,
allowing players to mow down large numbers of enemies — basically creating a sort of “musou” experience.[/p][p]But since I’m the developer, I naturally understand these second upgrades and how to utilize them at 100%,
so the difficulty ended up being more like a hard mode by default.[/p][p](In short, the problem was that I overestimated the characters’ actual performance…)[/p][p][/p][p]So, to help you fully enjoy the power of these second upgrades,
I decided to weaken the enemies that appear in the latter half of the final stage.
(Mainly focusing on their movement speeds.)[/p][p][/p][p][/p][p]Please see the detailed adjustments below![/p][p] [/p][p][/p][p][/p][p][/p][p]1. Running Gargoyle[/p]
  • [p]Movement speed reduced by 20%
    (15% if playing as Ryong Ryong)[/p]
[p][/p][p][/p][p][/p][p][/p][p]2. Flying Gargoyle[/p]
  • [p]Attack cooldown increased by 2 seconds
    (Note: The cooldown reset upon breaking out of petrification remains unchanged.)[/p]
[p][/p][p][/p][p][/p][p][/p][p]3. Pony-Riding Gargoyle[/p]
  • [p]Movement and attack speed reduced by 25%
    (15% if playing as Ryong Ryong)[/p]
[p][/p][p][/p][p][/p][p][/p][p]4. Security Gargoyle[/p]
  • [p]Charge jump speed reduced by 30%
    (20% if playing as Ryong Ryong)[/p]
  • [p]Return jumps are unaffected.[/p]
[p][/p][p]Landing shockwave no longer reflects some player bullets.[/p][p] [/p][p][/p][p][/p][p][/p][p]5. Swan-Riding Gargoyle[/p]
  • [p]Re-attack probability reduced from 50% to 33%[/p]
[p][/p][p][/p][p][/p][p][/p][p]6. Firework Gargoyle[/p]
  • [p]Movement speed reduced by 25%
    [/p]
[p][/p][p][/p][p][/p][p][/p][p][/p][p]However, after making these difficulty adjustments,[/p][p]there was an issue: since the mid-boss’s concept is to summon gargoyles without having any real attack abilities itself,[/p][p]weakening the gargoyles made the mid-boss far too easy to defeat.[/p][p][/p][p]To address this, I’ve slightly increased the mid-boss’s HP from 400 to 500[/p][p]in order to maintain the overall stage flow and enjoyment.[/p][p]I hope you understand this small change![/p][p]


As for the previous difficulty settings —
if I ever add a difficulty system for future (post-story) stages,
this might come back as a “hard mode”… haha.[/p][p](Of course, I doubt anyone actually wants the kind of nasty hard mode that would bring…
so there are no current plans for that...)[/p][p][/p][p][/p][p]When I personally tested these adjustments, I definitely felt the stage was easier.[/p][p] [/p][p]But if you notice any enemy patterns that still feel too hard, any feedback on difficulty, or if you find any bugs,
please be sure to let me know via the link or comments below![/p][p]I’ll actively take your feedback into account and continue improving the game.[/p][p][/p][p][/p][p]https://steamcommunity.com/app/2855660/discussions/0/4364628673432078457/[/p][p][/p][p][/p][p]That’s it for this announcement![/p][p][/p][p]Thank you very much for your interest in the game I developed![/p][p][/p][p][/p]

"NewMe NuMe LuMe: Alien Wars" - New Stages & Partial Story Update!

[p]Firstly, please understand that this message has been written using a translation tool and may have issues with clarity.[/p][p][/p][p][/p][p][/p][p]Hello![/p][p]It’s already July—time flies so fast since our last update at the end of May![/p][p][/p][p]Originally, I wanted to release this update by the end of June, before the Steam Summer Sale…
But here we are, with less than a week left, finally managing to get it out. Haha…[/p][p][/p][p]Anyway! This update finally brings…
new stages and story content for the additional (epilogue) storyline,
our first big update since October last year![/p][p][/p][p][/p][p]Wahoo~~~ A proper update after 9 months![/p][p][/p][p][/p][p][/p][p](Part of the drawing used for the stage 7 mid-save)[/p][p]We’ve also added new drawings for the mid-save points in these additional (epilogue) stages.
Please check them out in-game![/p][p][/p][p][/p][p]Wow~ Final boss! Ending![/p][p][/p][p][/p][p][/p][p]...Well, I wish I could say that, but actually,
this update only goes up to the stage 3 field battle of the additional (epilogue) content.[/p][p][/p][p]Also, the shop’s item purchase dialogues are just temporary lines written under a tight schedule,
so I hope you can understand.[/p][p][/p][p]The final boss and the ending will be added in a future update.
It shouldn’t take as long as this update did,
and I’m aiming to have it all wrapped up within this year…[/p][p][/p][p]I sincerely apologize for the wait, and I’ll do my best
to bring you the next update as soon as possible![/p][p][/p][p][/p][p]...... Wait, there’s no final boss or ending yet?[/p][p][/p][p][/p][p][/p][p]By the way, I feel a bit disappointed because the new drawings I made for this epilogue story[/p][p]didn’t turn out as good as I hoped overall…[/p][p][/p][p][/p][p][/p][p]And since this is the last stage of the epilogue,
I kind of stuffed it with all the ideas I had floating around in my head.[/p][p][/p][p]That means it may feel much harder compared to stages 1 and 2.[/p][p]I did try to balance it,
but I’m honestly a little worried it could end up like the disastrous difficulty we had at launch…[/p][p] [/p][p]So if you run into any enemy patterns that feel unfair, or if the difficulty seems too high,[/p][p]or if you find any bugs, please let me know through the link or in the comments below.[/p][p]I’ll actively work to improve it![/p][p][/p][p][/p][p]https://steamcommunity.com/app/2855660/discussions/0/4364628673432078457/[/p][p][/p][p][/p][p][/p][p][/p][p]That’s it for this announcement![/p][p][/p][p]Thank you very much for your interest in the game I developed![/p][carousel][/carousel]