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NewMe NuMe LuMe: Alien Wars News

"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!

Adjustments to Difficulty Levels in 'NewMe NuMe LuMe: Alien Wars' (2)

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.

In the initial patch, we lowered the difficulty for the early parts of Stage 1 due to the absence of weapon items. However, as weapon items are introduced from the mid-section of Stage 1 onwards, we've opted to increase the ammunition for players' weapons instead of further reducing enemy attack patterns and health. The details are as follows:






Machine Gun
Ammunition: 110 -> 120

Shotgun
Ammunition: 110 -> 120

Grenade Launcher
Ammunition: 22 -> 24

Electro Ball
Ammunition: 110 -> 120

Homing Shot
Ammunition: 30 -> 33

Cloud Shot
Ammunition: 200 -> 220

Sniper Rounds
Ammunition: 35 -> 45




Additionally, we've slightly reduced the player's hit range to facilitate more active evasion of enemy attacks.

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

This concludes the announcement.


+ (Additional Modifications)

We have determined that the number of enemies in the early part of the first stage might feel overwhelming and excessively difficult, so we have reduced the number of regenerating enemies and correspondingly increased the amount of coins gained from bosses.


Before the modification:


After the modification:






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

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

Hello!

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

The purpose of this announcement is to inform you about a game difficulty patch.

Before I describe the patch in detail, I'd like to share my thoughts...

Since I create the enemy attack patterns myself, I fully understand their behavior logic. However, testing the game alone has made me an 'expert' in my own game, which I believe has led me to misjudge its difficulty level...

Anyway, the patch primarily targets the fairies, as you can see in the thumbnail images. Here are the details:





Damage Standards:
Standard Attack: 0.5
Melee Attack: 3



Strawberry Fairy
Health: 7.5 -> 4
Reattack Time: 1.5 ~ 2 seconds -> 2.5 ~ 3 seconds (1-second increase)

Blueberry Fairy
Health: 7.5 -> 4
Reattack Time: 2.75 ~ 3 seconds -> 3.75 ~ 4 seconds (1-second increase)

Banana Fairy
Health: 7.5 -> 4
Reattack Time: 1.33 ~ 1.5 seconds -> 2.33 ~ 2.5 seconds (1-second increase)

Green Apple Fairy
Health: 10 -> 5
Long-Range Reattack Time: 1 ~ 1.33 seconds -> 2 ~ 2.33 seconds (1-second increase)

Enemy Grape Fairy
Health: 6 -> 3.25
Slow Reattack Time: 2.67 ~ 3.17 seconds -> 3.67 ~ 4.17 seconds (1-second increase)
Fast Reattack Time: 1.17 ~ 1.67 seconds -> 2.17 ~ 2.67 seconds (1-second increase)

Melon Fairy
Health: 13 -> 10

Orange Fairy
Health: 7.5 -> 4
Reattack Time: 2 ~ 2.5 seconds -> 3 ~ 3.5 seconds (1-second increase)





Water Cat
Health: 5 -> 3.25




Large Cleaning Slime
Health: 20 -> 13
Reattack Time: 6.67 ~ 8.33 seconds -> 11 ~ 12 seconds (4-second increase)

Small Cleaning Slime
Health: 6 -> 3.25






Snake Snake Snake
Health: 10 -> 8
Bubble Reattack Time: 1 ~ 1.5 seconds -> 2 ~ 2.5 seconds (1-second increase)






birrrrd
Health: 13 -> 10

Dynamite birrrrd
Health: 13 -> 10
Dynamite Throwing Reattack Time: 2.5 ~ 4.17 seconds -> 3.5 ~ 5.17 seconds (1-second increase)

Due to the decrease in health of enemies, there has been a devaluation of both close and long-range enhancement items, leading to a price adjustment.

That is all for now!












Of course, this difficulty reduction patch has only affected some enemies; the difficulty levels for the remaining enemies are hard to adjust as I've become too accustomed to the game, so I need your feedback!

This concludes the announcement.






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