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"NewMe NuMe LuMe: Alien Wars" Melee Attack System Update + More

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



Hello!

It hasn’t been long since the last update, so it’s nice to be back so soon!

Have you all been doing well these past few days?


This update announcement covers the addition of a melee attack patch and some other updates.

Please check the details below!








[1. Enhanced Melee Attack System]

In the previous update, a charge feature was added to the melee attack.
(For more information on the charge feature, please check the link below!)

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


After adding the ability for the charged melee attack to partially destroy enemy attacks, I found that, because of my play style, I often held off using charged attacks until more enemy bullets were on the screen.

To increase the options, I’ve now added an extra charge stage, allowing the melee attack to charge up to two stages!





1st charged attack


2nd charged attack




1st charged attack, fully charged


2nd charged attack, fully charged




Additionally, in “Normal” difficulty, the charge requirements for the melee attack are reduced, allowing it to be used a bit more frequently compared to the “Hard” difficulty.

Hard difficulty:
1st melee charge requirement: 80 → 70 (1st upgrade) → 60 (2nd upgrade)
2nd melee charge requirement: 60

Normal difficulty:
1st melee charge requirement: 60 → 50 (1st upgrade) → 40 (2nd upgrade)
2nd melee charge requirement: 40

(Unlike the 1st , the 2nd charge requirement doesn’t decrease with melee upgrades)








[2. Sliding System Updates]



There was feedback on adding invincibility to the sliding mechanic.

After considering it, I decided instead of a standard invincibility, I’d add a new feature called “bomb sliding” to create a fresh experience.





Normal sliding


Bomb sliding


The “bomb sliding” unlocks later in Stage 2 and consumes one bomb ammo, granting temporary invincibility.
(Check the added dialogue in Stage 2 for in-game instructions!)

It also comes with a bomb explosion effect. Although the explosion range is narrow, fragments are scattered, allowing for slight offensive use.












However, as shown above, the explosion range is limited, and if it hits a wall mid-slide, the explosion won’t trigger, reducing its effectiveness as an attack.

I’m considering whether to expand the explosion range or enable explosions even after wall collisions.

I’d appreciate your feedback on this feature!


The “bomb sliding” is activated by pressing both the bomb and slide buttons simultaneously. However, testing revealed that precise timing is challenging, sometimes causing only a bomb or slide to activate unintentionally.

Given that this is a real-time action game, it’s hard to execute such precise timing, so I’ve added a small input delay (2 frames, about 0.033 seconds) to allow a bit more leniency.


In short, with the new “bomb sliding” feature, there is now a slight 2-frame (0.033-second) delay when activating regular bombs or slides.





Hard difficulty


Normal difficulty

Finally, based on feedback about wall collisions during sliding, in “Normal” difficulty, the bounce-back effect when hitting a wall is reduced by a third to minimize downtime.








[3. Miscellaneous Updates]

1. Increased Ammo Supply in Early Stage 2



In this part of Stage 2, I made it so that a machine gun is supplied after defeating a certain number of enemies.

However, since only I would know this, it came off as quite unfriendly to players.

So, while keeping the machine gun supply method as it is, I’ve doubled the ammo supply for the grenade launcher at this location!



2. Mysterious Bug

I’ve seen a screenshot where the path-blocking sign didn’t disappear, preventing further progress, even though all enemies were defeated…

To fix this bug, I checked several times, but I couldn’t reproduce the issue while testing, so I couldn’t pinpoint the cause.




I have some guesses about what may have caused the bug.


Currently, most of the objects and enemies I’ve created function according to their animation’s current frame.

However, there are instances where the game enters a brief “pause” with a slow-motion effect, causing a frame drop—like the explosions from certain mechanical enemies, the player’s bomb or shotgun attacks, and some damage and death effects.

Considering the possibility that this frame drop may have interfered with the timing of the sign’s disappearance, I’ve adjusted the algorithm to address this.


That said, this is only my hypothesis, so I can’t be certain it’s a complete solution.



3. Trailer Video Remake

It’s now been almost 7 months since the game was released!

Since then, I’ve added various new features and effects, so I’ve created a new video to replace the original trailer!


[previewyoutube][/previewyoutube]










Additionally, since the video shows the game on “Hard” difficulty, you can roughly see the differences compared to “Normal” difficulty!










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!

“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!

"NewMe NuMe LuMe: Alien Wars" 2nd Stage Boss Update! + And More...

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



Hello!

It’s already November, and Halloween has passed since we updated a portion of the additional stages in October.

Did you have a good Halloween?

I couldn’t get out to celebrate as I was busy developing the Stage 2 boss, but I hope you all enjoyed it on my behalf!

Anyway, the purpose of this announcement is to update you on the boss for the additional (epilogue) stage!

This time, rather than just showing pixel art as I did in previous dev updates, I’d like to give a brief introduction to the process of creating this boss.

Check out the details below!








1. Stage 2 Boss



When I create game systems or enemies, I usually do so spontaneously.

This was also the case with the additional (epilogue) stage boss, which I created through the following steps!



[1-1. Concept Planning]

First, I start by thinking about what kind of boss battle I want to design through a process like this:

Idea 1: Up to now, I’ve created bosses that either chase the player, remain stationary, or move within a set range.
→ So this time, how about a boss that runs away from the player?

Idea 2: Why should this boss flee from the player?
→ Perhaps because it can launch artillery if it’s a certain distance away?
→ If it’s a long-range attacker, I’ll base it on an artillery unit!

Idea 3: What should a fleeing artillery-type boss look like?
→ Drawing inspiration from a scorpion, with a tail as the main gun and pincers for close attacks when the player approaches.
→ But a scorpion feels a bit overdone…



[1-2. Sketching]

After deciding on a concept for the boss, I sketch out its attack patterns, as shown below!





[1-3. Pixel Art Creation]

Using the sketch, I then create pixel art for the boss and design its attack patterns!





For the second phase, I also referenced some parts of the existing bosses from stages 4 and 5.








[1-4. Drawing]

Finally, I create the art to introduce the boss!




And just like that, the boss is complete!









2. Sneak Peek at the Final Stage Boss



The characters and storyline of the additional (epilogue) stage have already been planned, and the image above shows one of the bosses that will appear in the final stage!

The additional (epilogue) stage seems to be about 50% complete. At this pace, I think it may be finished around spring next year…



But!








3. Plan to Add a Difficulty Setting Feature

Since the game’s release, I’ve received ongoing feedback about its high difficulty level.

This is because…

As I was creating enemies and their patterns for the first time, I went through a lot of trial and error. I struggled a lot, but in the process, I grew attached to the enemies.

Because of this, I developed a desire to showcase all of each enemy's attack patterns, which led me to set their health values quite high.

As the game progressed, I kept wanting to include even more varied enemy types, which in turn made the difficulty increase even further.

As a result, I’m now planning to prioritize creating a difficulty setting feature that will adjust the enemy health and patterns, rather than continuing work on the additional (epilogue) stage.

Thank you for your understanding, and I apologize for the delay in developing the additional (epilogue) stage.







Lastly, I tried to make the new (epilogue) stages easier than the existing stages, but since I’m developing this game solo,

the difficulty tuning might not be perfect yet. If you find any enemy patterns or difficulty too challenging while playing, please share your feedback via the link below.

I'll actively consider your input and make adjustments!

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!

"NewMe NuMe LuMe: Alien Wars" Partial Update for Additional Stages!

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



Hello!

A few weeks have passed since the last development update at the end of September, and now it's already mid-October!

How have you all been this past month?


This announcement covers the updates mentioned in the title: the addition of the new (epilogue) stage and the Checkpoint System, which was discussed in the previous development log.

Please see the details below!








1. Checkpoint System


The checkpoint system allows you to start from the middle of a stage by turning on the TV at the beginning of the stage.

This way, you can choose where to start playing from!


This function isn't one-time-use; it unlocks automatically when you progress past the midpoint of the stage.

Even if you use the save function or clear the stage, the checkpoint system won’t reset and will remain available.






In fact, as mentioned in the last development log, the checkpoint system itself was completed last month.

However, since the drawings for the checkpoint feature weren’t ready (as shown in the image above), it wasn’t included in the update until now.







[Stage 5 drawings]

This time, I've completed and updated the drawings for all the checkpoint points in the existing stages (1~6)!
(Though, for the new stages, only the function has been implemented, and the drawings are still in progress.)


Also, the drawings for stages 1~5 have been uploaded to the artwork page.

If you'd like to take a look, please visit via the link below!
https://steamcommunity.com/app/2855660/images/#scrollTop=0








2. New (Epilogue) Stage Update

In April this year, I announced the upcoming new stages, and it’s taken six months to finally release this update.



[previewyoutube]https://youtu.be/YoESpJhSxoM[/previewyoutube]










To celebrate the release of the new (epilogue) stages, I've also made a gameplay video that will be uploaded to the store page!




However, please note that this update only includes the "new character and stages 1~2."

The prologue, story, character drawings, dialogues, and the third stage are still unfinished.

Also, for stage 2, the boss is not yet complete, so this update only covers everything except for the boss battle.



Ideally, I would have liked to complete all the content before releasing the update, but the development pace has been slower than expected.

Although I post monthly development logs, I thought it would be better for you to experience the current progress directly rather than just reading about it.

So, I decided to release the parts that are finished now.

I apologize for this, and I will add the boss for stage 2 as soon as possible in a future update.





Lastly, I tried to make the new (epilogue) stages easier than the existing stages, but since I’m developing this game solo,

the difficulty tuning might not be perfect yet. If you find any enemy patterns or difficulty too challenging while playing, please share your feedback via the link below.

I'll actively consider your input and make adjustments!

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!

About Future Updates for NewMe NuMe LuMe: Alien Wars

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



Hello!

It's already the end of September, and it's been a month since I posted the development update in early September!

How have you all been during this past month?

Today, I’d like to share some about the upcoming updates, as the title suggests.

The detailed breakdown is as follows:




1. checkpoint Function

I received feedback regarding the game’s difficulty, asking for a checkpoint system when the player dies. (Thank you so, so much for the feedback!)

When I first created each stage, I didn’t really feel it, but looking back now, I realize the maps are quite long, and it might be overwhelming to restart from the beginning each time.

Of course, I added a coin revival system to reduce the chances of a game over, but it seemed like a temporary solution at best.

However, implementing a checkpoint system that restarts from the point of death wasn’t part of my original plan when I first started developing the game, so I thought it would be difficult to implement.

Instead, I initially decided to add an "Easy Mode" to the existing coin revival system, where selecting easy mode would reduce the cost of revival coins and increase the amount of health recovered, aiming to reduce the number of game over situations.

But then, I realized I didn’t have to make checkpoints start from the point of death. There’s also the option of adding a mid-save feature that allows players to start from the middle of the stage. So, instead of adding easy mode to the coin revival system, I developed a mid-save system.




[Summary of the early part of skipped stages – Image to be added]

[Image to be added]
As you can see, I’ve created all the functions and dialogues for each stage, but I’m still working on the illustrations to be integrated into the system.




2. Two Additional Epilogue Stages


Mid-boss for Stage 2

As for the additional stages, I’ve been writing about the development status once a month,

but I think it would be better for you to experience it directly rather than just reading about it, so I’m planning an update in October.


However, my development pace has been slower than expected. Currently, Stage 2 is about 75% complete, and while I’ve conceptualized the boss, I haven’t yet created the pixel...





I also added cloud shadow effects since the background felt a bit dull.


These are the updates I’d like to complete by Halloween in October. However...

It will take about a week to complete the boss’s pixel art, another week to design the patterns, plus I need to finish the illustrations for the mid-save system. There are also other things I haven’t mentioned, like player-specific settings menus, instructions on how to play, etc.

At my current pace, I’m not confident I’ll be able to finish Stage 2 by the end of October.

If it’s not completed in time, I’ll try to at least update it up to the mid-boss stage!





This is where I'll end this announcement.

If you could let me know through the link below about any difficult enemy patterns or level of difficulty you've experienced, I will actively take it into account!

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








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