“NewMe NuMe LuMe: Alien Wars” – Difficulty Adjustment Update! + Melee Attack
Firstly, please understand that this message has been written using a translation tool and may have issues with clarity.

Hello!
It’s been less than a week since the boss update in November, and we’re meeting again already!
How have you all been over the past week?
This time, I’m here to announce new features: the difficulty setting and the melee attack system!
Check out the details below!
1. Difficulty Setting

As mentioned in the previous update notice, we’ve added a difficulty setting. (For more details on the previous difficulty adjustments, please see the last update notice.)
The previous default difficulty was set as "Hard," and now we’ve added an "Intermediate" difficulty to provide a more manageable option.
The new "Intermediate" difficulty has adjustments across various areas to make things easier, such as enemy health, patterns, player health, and the coins needed for respawn.
Here are some examples from Stage 3:

(Intermediate difficulty)

(Hard difficulty)

(Intermediate difficulty)

(Hard difficulty)
(Note: There are too many detailed adjustments to mention here, so we ask for your understanding in omitting them.)
Since "Hard" was the initial standard, any future updates for difficulty adjustments will primarily focus on the "Intermediate" level rather than "Hard."
For those who have persevered through the challenging "Hard" level so far, thank you!
Additionally, I wanted to add a Steam achievement system for players who clear the "Hard" difficulty.
After several attempts, I’ve finally…

...come up with this “Thank you!” image to express my gratitude, as my coding skills fell short.
If you have feedback about difficult enemy patterns or any issues with the difficulty level, please let us know through the link below! We’ll take your feedback into account as much as possible:
https://steamcommunity.com/app/2855660/discussions/0/4364628673432078457/
[2. New Melee Attack System]
We received feedback on melee attacks in previous development logs.
(A big thank you for the feedback!)
I, too, thought the melee attack was underutilized, so I spent a lot of time thinking about ways to improve it.


Now, we’ve added a charge system that allows you to unleash a strengthened melee attack!
This enhanced melee attack unlocks starting in Stage 2 and can destroy certain enemy attacks.
(An in-game explanation of this system has been added to the dialogue at the beginning of Stage 2, so please refer to it!)


When the charge is complete, a pink outline appears around attacks that can be destroyed, making them easy to distinguish!
After considering options for the charging mechanism, like holding a button or automatic time-based charging, we decided on a damage-based system for convenience and fun.
Charge is accumulated based on the damage dealt to enemies, with the default charge amount at 80 damage.
Upgrades in the shop can reduce the required damage to 70 or 60, allowing for more frequent use!

Initially, we planned to create icons like the ones above, but…

Not charged

Charging

Fully charged
We ended up using images made for the Steam store page instead!
The image changes based on the charge state, switching to an animated version when fully charged!
As the enhanced melee attack is designed to help in critical situations, it deals about 1.5 times the normal melee attack damage, so it isn’t overly powerful.
If you have feedback on its strength, range, or visibility of the charge, please share it with us, and we’ll consider it actively!
Finally, please note that the new difficulty adjustments and melee attack system were not part of the game’s initial plans.
Despite careful testing, unexpected bugs or issues may occur during gameplay. We ask for your understanding.
If you experience any crashes or errors, please report them via the link below, and we’ll work quickly to address them:
https://steamcommunity.com/app/2855660/discussions/0/4364628673432078457/


This is where I'll end this announcement.
Thank you very much for your interest in the game I developed!

Hello!
It’s been less than a week since the boss update in November, and we’re meeting again already!
How have you all been over the past week?
This time, I’m here to announce new features: the difficulty setting and the melee attack system!
Check out the details below!
1. Difficulty Setting

As mentioned in the previous update notice, we’ve added a difficulty setting. (For more details on the previous difficulty adjustments, please see the last update notice.)
The previous default difficulty was set as "Hard," and now we’ve added an "Intermediate" difficulty to provide a more manageable option.
The new "Intermediate" difficulty has adjustments across various areas to make things easier, such as enemy health, patterns, player health, and the coins needed for respawn.
Here are some examples from Stage 3:

(Intermediate difficulty)

(Hard difficulty)

(Intermediate difficulty)

(Hard difficulty)
(Note: There are too many detailed adjustments to mention here, so we ask for your understanding in omitting them.)
Since "Hard" was the initial standard, any future updates for difficulty adjustments will primarily focus on the "Intermediate" level rather than "Hard."
For those who have persevered through the challenging "Hard" level so far, thank you!
Additionally, I wanted to add a Steam achievement system for players who clear the "Hard" difficulty.
After several attempts, I’ve finally…

...come up with this “Thank you!” image to express my gratitude, as my coding skills fell short.
If you have feedback about difficult enemy patterns or any issues with the difficulty level, please let us know through the link below! We’ll take your feedback into account as much as possible:
https://steamcommunity.com/app/2855660/discussions/0/4364628673432078457/
[2. New Melee Attack System]
We received feedback on melee attacks in previous development logs.
(A big thank you for the feedback!)
I, too, thought the melee attack was underutilized, so I spent a lot of time thinking about ways to improve it.


Now, we’ve added a charge system that allows you to unleash a strengthened melee attack!
This enhanced melee attack unlocks starting in Stage 2 and can destroy certain enemy attacks.
(An in-game explanation of this system has been added to the dialogue at the beginning of Stage 2, so please refer to it!)


When the charge is complete, a pink outline appears around attacks that can be destroyed, making them easy to distinguish!
After considering options for the charging mechanism, like holding a button or automatic time-based charging, we decided on a damage-based system for convenience and fun.
Charge is accumulated based on the damage dealt to enemies, with the default charge amount at 80 damage.
Upgrades in the shop can reduce the required damage to 70 or 60, allowing for more frequent use!


Initially, we planned to create icons like the ones above, but…

Not charged

Charging

Fully charged
We ended up using images made for the Steam store page instead!
The image changes based on the charge state, switching to an animated version when fully charged!
As the enhanced melee attack is designed to help in critical situations, it deals about 1.5 times the normal melee attack damage, so it isn’t overly powerful.
If you have feedback on its strength, range, or visibility of the charge, please share it with us, and we’ll consider it actively!
Finally, please note that the new difficulty adjustments and melee attack system were not part of the game’s initial plans.
Despite careful testing, unexpected bugs or issues may occur during gameplay. We ask for your understanding.
If you experience any crashes or errors, please report them via the link below, and we’ll work quickly to address them:
https://steamcommunity.com/app/2855660/discussions/0/4364628673432078457/


This is where I'll end this announcement.
Thank you very much for your interest in the game I developed!