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NewMe NuMe LuMe: Alien Wars News

Adjustments to Difficulty Levels in 'NewMe NuMe LuMe: Alien Wars' (5)

Hello!

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


This patch includes difficulty adjustments for store items and the mid-bosses in stages 3 and 4.

Detailed information is as follows:



1.
Adjustment of player enhancement potion price in the store: decreased by 200

- With the addition of the coin resurrection feature in a previous update, the use of coins has significantly increased.

Consequently, we have readjusted the price of the player enhancement potion available for purchase after completing a stage.




2.
Difficulty adjustment for mid-bosses in stages 3 and 4

We have mitigated elements that were considered unpleasant and frustrating, rather than presenting a suitably challenging difficulty.






2-1. Wine Magpie


-Machine gun box regeneration interval changed from 50 seconds to 40 seconds.

-Minor modification in the tracking method: Instead of maintaining distance from Kim Ttolttol, the approach has been adjusted to be more aggressive, allowing Kim Ttolttol to hit the target more easily.




2-2. FoFoFo-x







- Collision damage from the fox orbs removed, no longer causing damage on impact.


-However, the collision damage from the fox eye orbs that track Kim Ttolttol remains unchanged.


-Left hand summon pattern removed.


-During the rage pattern, the number of summoned minion rats changed from an average of 108 (minimum 72, maximum 144) to an average of 54 (minimum 36, maximum 72).








This concludes the announcement.

Please continue to provide feedback on any enemy patterns or difficulty levels that you find challenging, so we can actively incorporate your insights!




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

'NewMe NuMe LuMe: Alien Wars' - Update on Adding Coin Resurrection Feature

Hello!

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


I'd like to inform you about an update concerning the coin revival feature, not a difficulty patch.

Since the release of the game, I have received a lot of valuable feedback.

Most of the comments were about the difficulty of the game... The game was described as hard, very hard, or even extremely hard..




Additionally, the difficulty was such that many players died before they could spend the coins they earned, making the use of coins very limited.




Therefore, I contemplated whether to add a completely new feature and decided that a revival function, which allows Kim Ttolttol to be revived with a certain amount of health if they have a certain amount of money, would be a good addition.


The coin revival feature is available from stage 2, and the amount of coins consumed increases from 300 at the start by 100 with each stage progression.


Furthermore, to avoid decreasing motivation to play when revived in a penniless state, an additional supply of 120 machine gun rounds will be provided.

To prevent the replacement of a currently equipped weapon with a machine gun, ammunition will be supplied in the form of a thrown ammo box, allowing players to choose the timing of their resupply.


Since it's hard to explain this in words, I will also upload a video to show how it works!
https://www.youtube.com/watch?v=3RaqL6nV1Ik



This concludes the announcement.

Please continue to provide feedback on any enemy patterns or difficulty levels that you find challenging, so we can actively incorporate your insights!




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

"Future Development of 'NewMe NuMe LuMe: Alien Wars'! About Additional Stages an

Hello!

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



It has been a week since the release of 'NewMe NuMe LuMe: Alien Wars'!

I am truly grateful to everyone who has played my game or taken an interest in it during this short time!!

"wow!!!"







Anyway, the purpose of this announcement is to discuss the 'additional stages and characters' update that we are currently working on, as indicated in the title.

The additional stages will be unlocked after clearing all 6 existing stages and will consist of 2-3 stages.

There will also be a total of 3 playable characters including the protagonist 'Kim Ttolttol' and two others with unique abilities.


"wow! wow!! wow!!!"







However, as mentioned under the future development, I am only in the planning stages right now.

It might take me at least six months or more until completion, so I must apologize in advance....


"....."






But let me update you on the current progress: I am in the process of creating the first new character,

Ryong Ryong, who, as you can see in the thumbnail, runs the 'Ryong Ryong Shop' in the existing six stages selling potions that enhance 'Kim Ttolttol.'



Unlike 'Kim Ttolttol,' who can slide and perform a moving shot, 'Ryong Ryong,' since she runs a shop, has a different playstyle where she uses money instead of receiving ammunition, launching attacks with a coin shotgun which uses money as ammo.

This coin shotgun has two modes: one that consumes a lot of money for a wider attack, and another that uses less money but offers high accuracy and a wider range.



Additionally, to avoid monotony in gameplay, I’m adding an 'excitement meter' that speeds up movement and attack as you hit enemies.

Once it reaches a certain level, you enter an 'awakened state' where both speed and attack increase significantly, offering a distinct fun different from playing as 'Kim Ttolttol.'






'Ryong Ryong' Playable art




Here is the current character design of 'Ryong Ryong' in pixel art, although the hit reaction animation is not yet made.



Regarding stage 4 test play comparison:

1. Existing stage with Kim Ttolttol.
[previewyoutube][/previewyoutube]










2. Ryong Ryong (unfinished).
[previewyoutube][/previewyoutube]










I also plan to introduce a new auto-recharge attack mode that will replace the bomb attacks.





This concludes the announcement.

Please continue to provide feedback on any enemy patterns or difficulty levels that you find challenging, so we can actively incorporate your insights!


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

Adjustments to Difficulty Levels in 'NewMe NuMe LuMe: Alien Wars' (4)

Hello!

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


We are pleased to inform you about a patch concerning the difficulty levels of stages 2 and 3.

Similar to the second patch, today's update aims not to lower the attack patterns and health of enemies to make the game easier for players with lower performance devices, but rather to increase the ammunition supply for players with higher performance weapons. Below are the detailed changes:




1.
The ammunition for shotguns provided at the start of stage 2 has been increased from 120 to 240 rounds.



2.
Immediately at the start of the latter half of stage 2, a machine gun will now be supplied with its ammunition increased from 120 to 240 rounds.



3.
At the beginning of stage 3, the ammunition for machine guns has been increased from 120 to 240 rounds.



4.
Additional shotguns will be supplied at the beginning of stage 3.



5.
The supply method for electromagnetic ball ammunition at the beginning of stage 3 has been changed. Instead of supplying an additional 120 rounds after a certain number of enemies are killed, the ammunition has been increased from 120 to 240 rounds.



6.
The supply of drone friends in the latter half of stage 3 has been upgraded from level 1 to a closer companion at level 2.



7.
The ammunition for machine guns in the latter half of stage 3 has been increased from 120 to 240 rounds.



8.
A health recovery item has been added at the beginning of stage 3 at street vendor points.



9.



Downgrade patch for alien snipers: As mentioned, instead of downgrading enemy levels, we chose to increase the supply of ammunition. However, it was decided to downgrade because this enemy was perceived as annoying rather than challenging.



The speed of the scope has been reduced by 20-25%.




+ (Additional Modification)

The ammunition supply for the machine gun before the mid-boss in Stages 3 and 4 has also been modified.

Machine gun ammunition count increased from 120 to 240.



This concludes the announcement.

Please continue to provide feedback on any enemy patterns or difficulty levels that you find challenging, so we can actively incorporate your insights!




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

Adjustments to Difficulty Levels in 'NewMe NuMe LuMe: Alien Wars' (3)

Hello!

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

This announcement concerns an additional patch related to game difficulty adjustments.



1.
We assessed that the quantity of enemies in the middle part of the first stage was too high, making the difficulty feel excessively challenging. Therefore, we have reduced the number of regenerating enemies and increased the amount of coins obtained from bosses accordingly.

Before the modification:








After the modification:







2.
The normal attack was too weak, so we have made adjustments to increase the attack speed, allowing for faster attacks than before.

Original:

Normal state:
DPS = 2




When only 1/4 of current health remains:
DPS = 2.4




Modified:

Normal state:
DPS = 2.5




When only 1/4 of current health remains:
DPS = 3



3.
The price of street vendor items has been reduced from 200 to 100.





This concludes the announcement.

Please continue to provide feedback on any enemy patterns or difficulty levels that you find challenging, so we can actively incorporate your insights!




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