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NewMe NuMe LuMe: Alien Wars – Final Boss & Ending Update!

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




Hello!

Happy Halloween! …… Or not, actually. Before I knew it, it’s already the end of November since I posted the last announcement at the end of September.

I had a do-or-die goal of releasing an update on Halloween, but in the end I couldn’t make the schedule, so the update ended up happening now instead. Hahaha…



How have you all been over the last two months?





As for how I’ve been doing… as you can see in the picture above, I somehow ended up with a fractured foot!

So I learned one lesson:
“When you go running at night, always watch your step.”








Anyway, enough small talk. The core of this update is, finally…!

The extra stage’s FINAL BOSS and ENDING are now in the game!




On top of that, I’ve also added new drawings that appear during the mid-stage save in the final stage!





To briefly share my thoughts on this update:

It has taken a whole year and seven months since I first posted the update plan announcement on April 19, 2024.

Back then I was casually thinking, “Well, I’ll probably manage to update it within 2024, right?”, but I never imagined it would take this long…



Thank you so much to everyone who waited all this time.






That said, even though this is the “ending update,”

there are still additional improvement updates planned.






[Keyboard Controls – About Attack Direction]



I received some feedback regarding attack direction when playing with keyboard controls.
(Thank you very much to the person who took the time to give feedback on this feature!)




To summarize it briefly:

In addition to the existing “attack direction lock” button,
there was a request to also add

“a system where the attack direction stays locked while the shot button is held down.”



So, based on that suggestion, I’m planning to change the attack direction lock button as follows:

-----

1. Add a ranged attack function to the attack direction lock button



2. Split behavior based on how long the button is held (under n frames)

(Common behavior)
- When you press the button, the attack direction is locked
to the direction at that moment

(Differences)
- Short press: No auto-release; press the button again to release
(orange arrow)

- Long press: Direction stays locked only while holding the button,
and is automatically released when you let go
(arrow color changes from orange → red)

-----

I’ll implement and test these changes, and

if I feel the controls are working well, I plan to include them in a future update!









Aside from that, I’m also a bit worried because I’m not sure how the difficulty of this final boss will feel to everyone.


If you find the difficulty too high, or if you discover any bugs or other issues,

please let me know via the link below or in the comments,



and I’ll address them with an additional patch along with the keyboard attack direction update mentioned above!

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









Lastly, I’m also including the Halloween drawings that I originally wanted to post with the Halloween update announcement, but couldn’t!

[carousel][/carousel][p]
(Recently I’ve been trying out various compositions, but the first picture looked kind of off, so I redrew it… and the second one still feels weird too. After agonizing over it, I decided to just upload both. Hahaha)












That’s all for this announcement!

Thank you so much for taking an interest in the game I developed!