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'NewMe NuMe LuMe: Alien Wars' - September 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 I posted the development news in August, and now it's the end of September!

How have you all been for the past month?



After posting the development news at the end of August, I’m here again to greet you in early September!

How have you been for the past two week



Originally, as mentioned in the August news, I planned to complete Stage 2 and post the usual end-of-the-month development news.

However, since my development progress has been much slower than expected, the September development news will cover bug fixes and new shop items added after August! Please check the details below!






1. Bug Fixes


A few days ago, while reviewing the development news from August, I found something odd in the section introducing the new supply weapon




Homing Shot




Before Grenade Fix




After Grenade Fix


As you can see, the grenade only generated one smoke effect when it was first created, unlike the homing shot.

The shocking thing is that the difference with and without the smoke effect was significant, but I didn’t realize it until I checked.

Even the gameplay video on the Steam store page shows that the grenade has no smoke effect, meaning this bug has been present for at least six months, even before the game's release!



Yipes!!!







Now, the smoke effect for the grenade works properly.

But since I’ve gotten used to the appearance without the smoke, it somehow feels like the visibility is worse now…






2. Additional Stage Shop Items



In the August development news, I introduced the shop system and items for the additional stage (please refer to the August development news for descriptions of the previous shop items!).




Here, I’ve added some of Kim Ttolttol and Ryong Ryong’s shop items!





2-1. Kim Ttolttol





2-1-1. Charge Attack


0 upgrade


1 upgrade - Increased charge speed, enhanced charge shot.


2 upgrade - Further increased charge speed, faster charge shot activation.





Additionally, once the charge shot upgrade reaches Stage 2, the charge attack can be charged up to two stages.





The upgrade 2 charge shot reduces the number of bullets from six to one, but the damage is the same as all six combined, with added piercing ability that can deal maximum damage to up to three enemies.





0 upgrade


1 upgrade


2 upgrade

Lastly, when the Stage 2 charge shot is activated, part of the charge is refunded, allowing for quicker charge shot activations!



2-1-2. god Bomb


0 upgrade


1 upgrade - Slightly increased explosion radius, additional explosion occurrences.


2 upgrade - Creates a clone (half damage).





2-2. Ryong Ryong



2-2-1. Fireball - Lung Capacity Enhancement


0 upgrade


1 upgrade - Expanded explosion radius, added chain explosions.


2 upgrade - Further expanded explosion radius, flame effect changed (added damage judgement).




0 upgrade


1 upgrade


2 upgrade

Additionally, as the Lung Capacity Enhancement upgrade progresses, the charge speed increases, and once it reaches upgrade 2, the maximum number of charges increases from 4 to 6.



2-2-2. Fireball - Fragment Enhancement


0 upgrade

[
1 upgrade - Fragment attacks occur in the direction of movement upon explosion.


2 upgrade - Fireballs perform fragment attacks while moving.




Additionally, when Fragment Enhancement is at upgrade 2, if there are enemies nearby when the fireball explodes, two small fireballs will be generated.






3. New Enemies in Stage 2


Following the regular enemies introduced in the early part of Stage 2 from the August development news, here are the regular enemies that will appear from the middle of the stage.


The patterns for these regular enemies are now fully completed, but I haven't yet created the mid-boss or boss.

Therefore, I will post the development news regarding their patterns and the bosses in October!





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!

'NewMe NuMe LuMe: Alien Wars' - August 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 been a month since I posted the news in July, and now it's already the end of August!

How have you all been during this past month?


As for me, I caught a cold because I had the air conditioner on too strong. I spent two days of the week suffering from headaches, and the other three days struggling with a stuffy nose. Haha!


Anyway, as for the development status for August, as announced in the July news, I focused on creating the shop system.

Please see below for the details!





1. Shop System







The shop items, except for the health and movement speed boost potions,

have been adjusted to match each player character.




Additionally, I've added interactions when you click specific parts of the shop character!







[previewyoutube][/previewyoutube]










Also, there are now three different types of shop BGM, which change depending on the stage's progress.

Check out the video above to see the shop BGM in action!









While working on the shop system, I found that the hand image turned out better than expected,

so I decided to create an image to include on the Steam store page as well.





It took me four hours to make this, but I think it turned out well,

so if I get the chance later, I’d like to add similar images to other parts of the game.





2. Player Shop Upgrades
While creating the shop system, I also added upgrade elements for each player.

Although I’ve made all of them, I’ll introduce the most noticeable changes!




2-1. Kim Ttolttol


Charge Attack Basic


Charge Attack Upgrade




god Bomb Basic


god Bomb Upgrade (Matryoshka!)




2-2. OcherFrog

Grenade Basic


Grenade Upgrade - Added Mini Grenades


Grenade Upgrade - Added Fragments




2-3. Ryong Ryong

Fireball


Fireball Upgrade - Added Fragments





3. New Weapons for OcherFrog


(From the existing stage 6 supply weapons)


In the additional stages, Kim Ttolttol's playstyle has been changed to a charge attack,

and the new character Ryong Ryong now attacks with an accelerating coin shotgun and a charging fireball.

The playstyle of supplying ammunition for weapons in the existing stages has been passed on to OcherFrog.






Therefore, compared to the new playstyles of Kim Ttolttol and Ryong Ryong, OcherFrog,

who has a more traditional playstyle, didn’t see many changes other than some tweaks to bomb attacks.

To balance this, I’ve added three new weapons!




3-1 Thunder Shot







3-2 Laser Ball







3-3 Dlsperasl Bomb(Cluster Bomb)








4. Stage 2 Enemies



- New enemies to be added in the early part of Stage 2


Due to the work on the shop system, weapon upgrades, and other features, I’ve only been able to create the early enemies for Stage 2 so far.

I plan to post news about Stage 2 in the September development update. Since just posting a video gets little response, I’ll also include details about enemy and boss patterns!



Finally, my original plan was to complete everything before Halloween and release the update along with a Halloween sale.

However, progress on the additional stages has been slower than expected, so it looks like the completion might be pushed to December this year or January to February next year…





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!

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

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



Hello everyone!

It feels like it hasn't been long since I last posted a development update, but a month has already flown by, bringing us to the end of July!

As the saying goes, "lucky number seven," I hope this July has brought you good fortune!

Of course, I also wish those who aren't fans of the number 7 all the best of luck!!


Anyway, in my last update, I only covered up to the player selection screen and the new enemy characters in the additional stages,

but this update will cover my game development progress over the past month!


Please see below for more details!





1. Stage 1

Stage 1 is fully complete with new enemy patterns and map configuration.



I've also produced a test play video!

[previewyoutube][/previewyoutube]












However, since each player character has a different style, I need to adjust the item supplies for each character,

but currently, the stage is configured based on 'Kim Ttolttol,' so further adjustments are still needed.


-----
Player character styles:

Kim Ttolttol - Charge attack type
OcherFrog - Ammunition supply type
Ryong Ryong - Coin attack + Berserker(?) type

(Please refer to the June news for each player's test play video!)
-----





2. Additional Stage Shop

While the existing stage shop only had four categories: health, movement speed, shooting, and melee attacks,

the additional stage will introduce more specialized upgrades tailored to the new player characters' styles,

planning to increase the number of upgrade types to six per player.






However, looking at the existing stage shop…





(sigh)


Therefore, I've decided that the shop in the additional stages needs to be created in a new style, rather than using pixel art as before.





Background of the additional stage shop



Anticipated gameplay(?)


Currently, only the shop background and character drawings are done,

so the implementation of shop items and objects is expected to be completed by next month!





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!

Adjustments to Difficulty Levels in 'NewMe NuMe LuMe: Alien Wars' (7)

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




Hello everyone!


This patch includes the addition of item supplies in Stage 1 and a health patch for the player.

Detailed information is as follows:



1. Player Health
- The player's base health has increased by 1.

[Based on Stage 1]
Previous: Player's base health 3
After change: Player's base health 4

(Actually, I spent a lot of time considering the difficulty of the game before its release, and whether to set the base health at 3 or 4 was one of those considerations.

However, once the game was released, I realized that I had become too accustomed to my own game due to excessive difficulty testing. Hahaha...)


2. Addition of Item Supply in Stage 1



- The layout of Stage 1 was intended to help players understand the basic controls in the early part, and from the mid-part onwards, to supply items to give a general sense of the game atmosphere.

Sadly, the difficulty adjustment was a disastrous failure.

Therefore, I significantly reduced the initial basic control play and immediately placed ammunition supply items to advance the game at a faster tempo.




I also added some new dialogue to match this change!





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!

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

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




Hello everyone!

Wow, more than half of 2024 has already passed!

How are you all doing?


Since my last update at the end of May, I've continued to work on adding new stages to the game.

However, I thought you might be curious about how far I've come since then, so I decided to share an update on this past month's game development!


Please see below for more details:





1. Player Selection Screen



- At the initial title screen, you can choose an additional stage, and selecting a stage will take you to the player selection screen.






- After selecting a player, you can learn about the key controls, and the keyboard allows modifications to these controls. (Gamepad control modifications are not available).



Creating this took almost three weeks, occupying most of this month.
Looking back, it seems like there wasn’t much to make, hahaha...






For more about additional players, please refer to the test play below!
[previewyoutube][/previewyoutube]










(Note: The video was mistakenly made at 24 frames per second, but the actual game runs at 60 frames per second!)





2. Stage 1 Enemies



- Dots for regular enemies and bosses that will be added to Stage 1.


Based on feedback that the existing stages were quite challenging,

the additional stages are being designed to be easier!





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!