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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.

NewMe NuMe LuMe: Alien Wars - February Dev Update + Other Changes!

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 month since the January update, and February is coming to an end!

How have you all been during this past month?

This announcement will cover the progress of the additional (epilogue) stage development, difficulty adjustments for the existing additional (epilogue) stages, and the addition of a loading screen!

Please check the details below!








[1. Additional (Epilogue) Stage Development Progress]

In the January development update, I estimated that the final field battle of the additional (epilogue) stage would be completed by mid-February.


However, as of now, it is about 85–90% complete, and the story of the additional stage (including the prologue) has not yet been worked on at all. I think I overestimated my abilities...


There are two main reasons for the delay:


1. The development schedule for the final stage was slightly pushed back due to the addition of the loading screen update, which is explained later in this announcement.


2. While you may not have noticed it significantly while playing, I have been adding new enemy attack patterns or mechanics with each stage progression.

For example:
-----
Base Stage 2: Introduced mechanical-type enemies
Stage 3: Introduced flying-type enemies
Stage 4: Introduced enemies that generate defensive shields
Stage 5: Introduced enemies that create fire hazards
-----
Something like this!



[previewyoutube][previewyoutube][/previewyoutube][/previewyoutube]For the final stage, I planned to introduce three new attack mechanics. Two of them were already completed, as shown in the video shared in January.

I thought the last mechanic would be finished quickly, but it took longer than expected, causing further delays.








Unfortunately, I didn't have enough time to create a video for the final mechanic, but I am sharing part of a related drawing instead!








[2. Additional (Epilogue) Stage Difficulty Adjustments]

Following the adjustments in December and January, I have made further difficulty adjustments to the additional (epilogue) stages.

I plan to continue making difficulty adjustments whenever I come up with ways to improve the balance!


1. Additional (Epilogue) Stage 1 Boss



- This boss was originally designed to be slightly harder than Stages 1 and 2, with the idea that "if you let your guard down, you'll get hit."

However, I realized that losing at the first stage might discourage players, so I decided to slightly increase the boss’s attack cooldown time to ease the difficulty.



2. Melee Attack Charge Adjustment

https://steamcommunity.com/games/2855660/announcements/detail/707725115500004670
In the December development update, I introduced the melee attack charge mechanic, but there was an incorrect piece of information that I want to clarify.

-----
Melee Attack Stage 1 Charge Requirement: Total damage dealt to enemies 80 (incorrect) -> 60

Melee Attack Stage 2 Charge Requirement: Total damage dealt to enemies 60 (cumulative 120)
-----



Additionally, I have added effects to reduce melee attack charge requirements for certain shop items of specific characters.


-----
OcherFrog: Ammo Increase Upgrade (Melee Attack Stage 1 Charge Requirement 60 -> 50)

Ryong Ryong: Violent Excitement Gauge Upgrade (Melee Attack Stage 1 Charge Requirement 60 -> 40)
-----







[3. Loading Screen Addition]

Currently, in-game frame drops can occur when a new type of enemy, attack, or effect appears for the first time.

This is likely due to how the game loads images and data. Instead of preloading everything at the start, assets are loaded when they first appear, causing temporary stuttering.


To address this, I have modified the game so that all objects' images and data are preloaded at the beginning of the first stage.

I have also created a loading screen to accommodate this process!






(My lack of experience makes the loading screen look quite crude...)


For reference, the estimated loading times on a PC are as follows:

----
After the prologue before starting a stage: ~10–11 seconds
Starting without watching the prologue: ~15–16 seconds
----

The loading screen only appears once per session, but if you restart the game, it will reload everything again. I apologize for any inconvenience caused by my lack of optimization...


Additionally, since this is a new feature that was not considered when I first developed the game, there may be unintended bugs.

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








That concludes this announcement.

Once again, I apologize for the delays in developing the additional (epilogue) stage...



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!

'NewMe NuMe LuMe: Alien Wars' - January Development Update! + Checkpoint System

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



Hello everyone!

It’s already been a month since the December update, and just like that, 2024 has ended, and 2025 has begun!

How have you all been doing this past month?


If you managed to wrap up everything you wanted to do last year, I hope this year brings you even more success.

If there’s still something left unfinished, I hope you achieve it this year!


Anyway, this update covers the development progress over the past month since December, the new checkpoint system update, and other miscellaneous news!


Check out the details below!








[1. Checkpoint System Update]

Currently, the checkpoint system allows you to start from the midpoint of each stage.

https://steamcommunity.com/games/2855660/announcements/detail/4522268823006211533
(For more details, please refer to last year’s update post!)


However, there were requests to add checkpoints not just at the "midpoint" but also right before boss fights!
(Thank you so much for your feedback!)

While having more checkpoint options is definitely a good idea, I can’t quite remember why I only added the "midpoint" last year...

I think there was a personal reason, but I’ve completely forgotten it! Hahaha!





Anyway, in this update, I’ve added a checkpoint right before boss fights.

You can now choose your starting point by selecting the desired TV channel, as shown in the image below!



(This feature unlocks when you encounter the boss in that stage.

If you encountered the boss before the update but didn’t clear the stage, it won’t be unlocked, so please keep that in mind!)







Additionally, with the addition of the midpoint TV channel selection, I’ve also added new drawings for each TV channel!

Check them out when you play!


(Note: For Stages 5 and 6 in the main story, the checkpoint is already right before the boss fight, so the TV channel selection won’t be added there.)








[2. Difficulty Adjustments for the Additional (Epilogue) Stages]

In the December update, I categorized the perceived difficulty of the additional (epilogue) stages,

including the existing ones, and decided to keep the additional stages at a "single difficulty" while slightly easing the overall difficulty.


However, unlike the main stages, the additional (epilogue) stages don’t have a "coin revival" feature, so I felt further adjustments were needed.

In this update, I’ve made two small changes:




1. Player Health

- The player’s base health in the additional stages has been increased by 1.




2. Mid-Boss Jump Speed Reduction


The jump speed of the mid-boss in Stage 2 of the additional (epilogue) stages, Fencing phantele,

has been reduced by 15–20%.




This concludes the difficulty adjustments for the additional (epilogue) stages,

but if you have any further feedback, please leave a comment on this post or use the link below!

I’ll do my best to incorporate your suggestions!

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








[3. Development Progress on the Additional (Epilogue) Stages]

Currently, the field section of the final stage in the additional (epilogue) content is about 70% complete.

I originally planned to finish it this month, but it’s taking longer than expected...


Anyway, here are the dot animations for the new enemies that appear in the latter half of the stage!







[previewyoutube][previewyoutube][/previewyoutube][/previewyoutube]
I’ve also uploaded a short video of the field section of the final stage and the mysterious character mentioned in this post!

Please take a look!






The field section is expected to be completed around mid-February,

after which I’ll start working on the story (including the prologue) for the additional stages.


The update was originally planned for March, but given the current development pace,

it’ll likely be pushed to April or May.



As for why the update is taking longer than expected...




1. [Writing Character Dialogue]

First, writing character dialogue turned out to be more challenging than I thought.

It took me about a month to write the dialogue for the main stages (Stages 1–6).


Since the additional stages are half the length (3 stages), I expect it to take at least 2–3 weeks.




2. [Drawing Character Art]

This is probably the main reason for the delay.

All the drawings in the dialogue windows and settings screens were done by me.


[previewyoutube]https://www.youtube.com/watch?v=5O0YkYAEtUk[/previewyoutube]
(Me drawing the art)


When I first started making the game, I thought it’d be a good idea to include a lot of drawings in the dialogue windows, but...



As you can see from the image above, it turned out to require way more drawings than I expected.

Just the drawings for the main stages took about 3 months...


Of course, the additional (epilogue) stages are shorter than the main stages,

and my drawing skills have improved since then, so it might take less time than expected.


Still, I think it’ll take at least 1–2 months.








That’s all for this announcement!



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!

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

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



Hello!

It’s already been a month since the November update, and now we’ve entered the final month of the year!

How have you all been this past month?


As December marks the end of 2024 and the beginning of 2025, I hope blessings accompany any new endeavors you pursue!

This time, the news will cover the progress made over the past month since November, updates to the additional (epilogue) stage features, and, lastly, one piece of unfortunate news.


Please see the details below!








[1. About the Additional (Epilogue) Stage]



1-1. New Enemies

The final stage of the additional (epilogue) stage is currently only partially completed,

and here are the pixel images of the new enemies that appear in the early sections!







[previewyoutube][/previewyoutube]










Additionally, I’ve made some new additions, but since my writing skills might not do them justice,

I’ve also uploaded a short video for you.






1-2. About the Difficulty of the Additional (Epilogue) Stage



Initially, the additional (epilogue) stage was designed to be easier than the main stages.

However, based on your feedback, I temporarily paused work on the additional (epilogue) stage to add a “difficulty system” to the main stages.

As a result, there are now three difficulty levels, which differ from my original plan. Here’s how I perceive their relative difficulty:


-----
Main Stage "Spicy!" difficulty: 10 (From stage 3 onward, it’s nearly impossible to clear.)

Additional (Epilogue) Stage difficulty: 5~7 (It’s tough, but you can manage to clear it.)

Main Stage "Just Right!" difficulty: 3~4 (It might not actually be “just right,” but it’s easier than the above.)
-----


Given this, the "Spicy!" difficulty for the main stages appears to have been a failure,

as I don’t think anyone will attempt it.


Therefore, I’ve decided not to add a “difficulty system” to the additional (epilogue) stage.

Instead, I’ll maintain a single difficulty level and make slight adjustments to ease the difficulty.


Here are the patch details:





[1-2-1. Mid-Boss HP Adjustment]



In the 2nd stage of the additional (epilogue) stage, the mid-boss,

Fencing phantele, has had its HP reduced from 425 to 300.




[1-2-2. OcherFrog Adjustments]


1. Thunder Shot



The range of the Thunder Shot has been increased by 75 pixels.


2. Laser Gun



The maximum number of projectiles that can exist simultaneously has been increased from 6 to 12.


3. Shop Weapon Ammo Upgrade



The amount of ammo added per upgrade has been adjusted to 20%.




[1-2-3. Added Melee Attack Enhancement Feature]




I’ve added the melee attack enhancement feature from the main stage to the additional stages as well.

values are as follows:


Melee Attack Level 1 Charge Value: 80
Melee Attack Level 2 Charge Value: 60


(For more information on the charge feature, please check the link below!)

https://steamcommunity.com/games/2855660/announcements/detail/4472731215261073523
https://steamcommunity.com/games/2855660/announcements/detail/4472731215261073619







[2. About the Unfortunate News]



2-1. Significant Reduction in Development Time

Starting this December, due to “personal reasons,” the amount of time I can spend on game development each day has significantly decreased.


At best, my available time has been reduced to one-fourth, and at worst, to one-eighth...

As a result, I’ve had to scale back the scope of the final stage from the original plan, and future updates will also likely take longer.


I deeply apologize for this.



2-2. Future Update Plans

Here are the future update plans:


=====
1. Update the final stage field battle and add the story for the additional (epilogue) stage.

2. Update the boss battle and the ending for the additional (epilogue) stage.
====


Currently, only 30% of the field battle in the final stage has been completed,

and the story has not been worked on at all. I anticipate this will take quite a bit of time.


I’ll share the reasons why the story development is taking longer in next month’s development news!








If you have any suggestions for new systems to add or adjustments to the difficulty, please feel free to share them. I’ll do my best to implement them!


Also, if you’d like to see any of my game characters featured in the cover image for next month’s development news, please recommend them!

I’ll draw the character and feature them on the cover.
(Truthfully, I’ve run out of ideas for which characters or poses to use for the cover... Haha.)


That’s all for this announcement.







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

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!