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Steam News10 July 20250y ago

Adjustments to Difficulty Levels in 'NewMe NuMe LuMe: Alien Wars' (8)

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What changed

0 fixes1 addition15 changes1 removal
  • Maps
  • Gameplay
  • Performance
  • Balance
  • Security
changedThe reason I’m reaching out this quickly is to inform you about some adjustments to the difficulty of the final stage.
changedI’ve received feedback that, aside from Ryong Ryong , the other two characters were having a hard time clearing the latter half of the final stage.
changedI originally designed it with the assumption that each character’s second upgrade level would be extremely powerful, allowing players to mow down large numbers of enemies — basically creating a sort of “musou” experience.
changed(In short, the problem was that I overestimated the characters’ actual performance…)
changedSo, to help you fully enjoy the power of these second upgrades, I decided to weaken the enemies that appear in the latter half of the final stage. (Mainly focusing on their movement speeds.)
changedMovement speed reduced by 20% (15% if playing as Ryong Ryong)
Re-attack probability50%33%Re-attack probability decreased, nerfTo address this, I’ve slightly increased the mid-boss’s HP400500To address this, I’ve slightly increased the mid-boss’s HP increased, buff

NewMe NuMe LuMe: Alien Wars changes

changedThe reason I’m reaching out this quickly is to inform you about some adjustments to the difficulty of the final stage.
changedI’ve received feedback that, aside from Ryong Ryong , the other two characters were having a hard time clearing the latter half of the final stage.
changedI originally designed it with the assumption that each character’s second upgrade level would be extremely powerful, allowing players to mow down large numbers of enemies — basically creating a sort of “musou” experience.
changed(In short, the problem was that I overestimated the characters’ actual performance…)
changedSo, to help you fully enjoy the power of these second upgrades, I decided to weaken the enemies that appear in the latter half of the final stage. (Mainly focusing on their movement speeds.)

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

Hello there...

It’s only been a few days since the last update, but here I am greeting you again so soon.

The reason I’m reaching out this quickly is to inform you about some adjustments to the difficulty of the final stage.

I’ve received feedback that, aside from Ryong Ryong, the other two characters were having a hard time clearing the latter half of the final stage.

To explain why the last part ended up being so difficult…

I originally designed it with the assumption that each character’s second upgrade level would be extremely powerful, allowing players to mow down large numbers of enemies — basically creating a sort of “musou” experience.

But since I’m the developer, I naturally understand these second upgrades and how to utilize them at 100%, so the difficulty ended up being more like a hard mode by default.

(In short, the problem was that I overestimated the characters’ actual performance…)

So, to help you fully enjoy the power of these second upgrades, I decided to weaken the enemies that appear in the latter half of the final stage. (Mainly focusing on their movement speeds.)

Please see the detailed adjustments below!

  1. Running Gargoyle

  • Movement speed reduced by 20% (15% if playing as Ryong Ryong)

  1. Flying Gargoyle

  • Attack cooldown increased by 2 seconds (Note: The cooldown reset upon breaking out of petrification remains unchanged.)

  1. Pony-Riding Gargoyle

  • Movement and attack speed reduced by 25% (15% if playing as Ryong Ryong)

  1. Security Gargoyle

  • Charge jump speed reduced by 30% (20% if playing as Ryong Ryong)

  • Return jumps are unaffected.

Landing shockwave no longer reflects some player bullets.

  1. Swan-Riding Gargoyle

  • Re-attack probability reduced from 50% to 33%

  1. Firework Gargoyle

  • Movement speed reduced by 25%

However, after making these difficulty adjustments,

there was an issue: since the mid-boss’s concept is to summon gargoyles without having any real attack abilities itself,

weakening the gargoyles made the mid-boss far too easy to defeat.

To address this, I’ve slightly increased the mid-boss’s HP from 400 to 500

in order to maintain the overall stage flow and enjoyment.

I hope you understand this small change!

As for the previous difficulty settings — if I ever add a difficulty system for future (post-story) stages, this might come back as a “hard mode”… haha.

(Of course, I doubt anyone actually wants the kind of nasty hard mode that would bring… so there are no current plans for that...)

When I personally tested these adjustments, I definitely felt the stage was easier.

But if you notice any enemy patterns that still feel too hard, any feedback on difficulty, or if you find any bugs, please be sure to let me know via the link or comments below!

I’ll actively take your feedback into account and continue improving the game.

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

That’s it for this announcement!

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

Source

Steam News / 10 July 2025

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