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NewMe NuMe LuMe: Alien Wars - Gamepad attack direction and hit detection updates

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



Hello!

It has already been a week since the last february update!

How have you all been?


This time, I am announcing an update that includes an additional patch for the Fixed Attack Direction Mirror, Hitbox Display, and Achievements!


But before that, I want to say that this update was made based on your feedback.

To express my gratitude, I have prepared a "Thank You!" drawing for you!





Now, let's go over the details of the update!








[1. Additional Patch for Fixed Attack Direction Mirror Related to Gamepads]

https://steamcommunity.com/games/2855660/announcements/detail/6562402086097518840
(For details on the attack direction lock mirror patch, please refer to the following!)

From the very beginning of development, I have been thinking a lot about the difficulty of controlling attack directions.

In particular, aiming with a gamepad was quite difficult, and despite trying various solutions, I couldn't find a satisfying answer.


At one point, I added the Fixed Attack Direction Mirror in response to your feedback, but it was only a temporary fix, not a perfect solution.

Then, I received a suggestion to allow shooting bullets with the right joystick, which led me to make the following improvement!
(Thank you very much for the feedback!)





Now, when using a gamepad, bullets can be fired not only by pressing Button 1 but also by moving the right joystick.

Additionally, when the Fixed Attack Direction Mirror is active, moving the right joystick will also change its attack direction accordingly!




[previewyoutube][/previewyoutube]










Since my explanation may not be enough, I have added a video demonstration. Please check it out!





For Kim Ttolttol, in extra stages, the charged attack triggers when releasing the right joystick.

However, because controlling attack direction this way can be tricky, I have made an additional update:
Now, the charged attack will also trigger when pressing the right joystick.
(This feature is not yet explained in the in-game tutorial, but I plan to add it in a future patch.)


For keyboard users, controls are already easier compared to gamepads, so I have not made any changes for them. I appreciate your understanding.








[2. Hitbox Display Added]


Currently, the player's hitbox is located at the heart, as shown in the image above.

I had debated whether to add a hitbox display when first developing the game, but somehow I forgot why I decided not to!

So, I finally added it in this update. Haha...





You can toggle the hitbox display on or off in the Screen Settings menu. The display appears as a heart icon, as shown in the image.





When HP is above 50%


When HP is 50% or below


When HP is 25% or below





Unlike the actual hitbox, the hitbox display moves up and down to give the impression of a beating heart.
Also, the displayed icon is slightly larger than the real hitbox.








[3. About Achievements]

The game's Hard Mode was originally designed as a "failed difficulty", making it more frustrating than fun.
Because of this, I chose not to add achievements at first.


However, I later realized that adding an achievement system for the basic stages (not just Hard Mode) could be a good idea, so I have implemented it in this update.


This achievement system works based on Stage Clear Progress and Hard Mode Boss Clears, rewarding players with stamp drawings.




For Stage Clear Progress, achievements are unlocked regardless of difficulty, showing an uncolored stamp drawing.



For Hard Mode Boss Clears, achievements are unlocked after defeating a mid-boss or stage boss. These achievements appear as colored stamp drawings.
(Note: Hard Mode achievements do not count past play records, so you will need to replay to unlock them. I appreciate your understanding.)





Since these stamp images had to be resized to fit the in-game screen, they may appear pixelated in the game.


Additionally, due to my lack of coding skills, this achievement system is an in-game feature rather than an official Steam-linked system.
If you delete your game files (e.g., by formatting your PC), achievement progress will be lost, so please be careful!






Since these features were not part of my original game design, unexpected bugs may occur.

If you find any bugs, please report them in the community, and I will address them as quickly as possible!








That concludes this update announcement.

Because of this update, development for the Extra (Epilogue) Stage has not progressed since the last announcement.
I will share a development update next month!



If you have any suggestions for additional systems or difficulty adjustments,

please let me know! I’ll do my best to incorporate your feedback.








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


+ + If you downloaded and played the version updated between March 1st and March 7th due to my mistake with the save files, the cleared status of basic stages may not be saved.

If you have not deleted the game files and the basic stages are not saved as cleared, please inform us in the community. We will upload the updated version with all basic stages cleared by March 14st.

I sincerely apologize for the inconvenience caused.