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NewMe NuMe LuMe: Alien Wars - Attack Direction Lock Update + More

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



Hello!

Not long after the last update... I'm here to see you again!

How have you been these past few days?


Now that November is halfway through and December, the end of the year, is fast approaching, I hope your preparations for wrapping up the year are going well!

Anyway, today's notice is about the addition of the Attack Direction Lock feature and other updates!
Please check the details below!








[1. Attack Direction Lock Feature]


1-1. Adding the Attack Direction Lock Feature

I've been contemplating for a long time how to improve controls for "diagonal attacks," which I personally found quite challenging.

During that time, I received suggestions about adding an "Attack Direction Lock" feature, so I decided to include it!
(Thank you so much for your feedback about this feature!)




However, since this feature wasn't part of the initial game design, creating the necessary animation frames turned out to be quite a task…







So, instead of creating separate animations for each direction the player character faces,

I decided to implement a system where a summoned mirror locks onto the direction the player was facing and reflects the attack back in that direction, as shown in the images above!








As for key assignments, on the keyboard, it's mapped to the Space Bar, and for gamepads, it replaces the original bomb button.
(From now on, the bomb button for gamepads is only available on the L button!)




Please note that in the additional stages, for Kim Ttolttol, it’s the assistant doll's attack direction that gets locked instead of their own.

For charged attacks, the assistant doll is summoned in front of the direction Kim Ttolttol is facing, so please keep this in mind!



1-2. About Key Configurations

I've also received feedback about adding a save function for key configuration changes.




However, as shown in the image above, when the selected key is already assigned to another function, the two keys don't swap places; instead, they get duplicated, which causes issues.

I wanted to resolve this problem, but due to my limited programming skills, I haven't been able to fix it yet.

As it stands, I regret that I can't include the key-saving function at this time...







Since the only gamepad I currently own is a Pro Controller, I based the button mapping on that device.

However, since I personally prefer using the keyboard when playing on PC, I'm unsure if the gamepad's key assignments are ideal.

I considered two potential button layouts for the gamepad, as shown below:


----
1. Ranged Attack [ Y ], Melee Attack [ B ], Sliding [ R ], Bomb [ L ]

2. Ranged Attack [ B ], Melee Attack [ Y ], Sliding [ R ], Bomb [ L ]
---


If you have any suggestions for changing the button layout, please let me know, and I'll try to include them in a future update if it's something I can implement.
(Example: "I’d prefer the melee and ranged attack buttons to be swapped!")








[2. Adjustments to Enemy Difficulty and Patterns]


2-1. Adjustments to Boss Difficulty

Based on feedback that the final boss was too challenging, I've made the following adjustments:

1. Moderate difficulty: Reduced the speed of high-speed jumps by 30%.

2.All difficulties: Reduced ammo recharge time from 50 seconds to 40 seconds.

3.All difficulties: Increased resurrection health in Phase 1 from 2 to 4.




2-2. Additional Enemy Patterns




I discovered an issue where an enemy occasionally clips through walls and exits the screen when the player is near a wall.

I thought I had fixed this bug earlier, but apparently, I missed it.





However, resolving this bug, along with the problem of enemies getting stuck in walls, has proven very difficult as it stems from the game's initial design.




As a temporary solution, I’ve added a pattern where enemies jump to the player's position if they move too far from the screen, as shown above.








[3. Future Development Schedule]


Since late October, I’ve been releasing updates weekly.

For those of you who might be seeing this notice for the first time, here’s a summary of the previous updates:



https://steamcommunity.com/games/2855660/announcements/detail/4522268823006211533
1. Additional (Epilogue) Stages and Checkpoint Function Update

https://steamcommunity.com/games/2855660/announcements/detail/4461471496628338977
2. Additional (Epilogue) Stage Boss Update and Brief Explanation of Boss Development

https://steamcommunity.com/games/2855660/announcements/detail/4472731215261073523
3. Difficulty Adjustment System and Addition of a Charge Feature for Melee Attacks

https://steamcommunity.com/games/2855660/announcements/detail/4472731215261073619
4. Enhanced Charge Feature for Melee Attacks and Addition of the Bomb Sliding Feature






However, while focusing on updates for additional features, progress on the final stage of the additional (epilogue) content has come to a halt.

As of now, the only progress made is the creation of a single new enemy sprite, as shown in the image above.

Therefore, after this update, unless I receive further feedback or suggestions, I will likely return to a monthly development update schedule, similar to the period between May and October.












Finally, please note that the features and systems included in this update were not part of the initial game plan.

Although I’ve reviewed it thoroughly, there may still be unforeseen bugs or errors during gameplay.

If the game crashes or an error occurs, please report it on the Steam Community page, and I’ll do my best to resolve it quickly!









This is where I'll end this announcement.

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