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Full NewMe NuMe LuMe: Alien Wars update
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What changed
- Maps
- Gameplay
- Balance
- UI and audio
- Store
NewMe NuMe LuMe: Alien Wars changes
Firstly, please understand that this message has been written using a translation tool and may have issues with clarity.
Hello!
It's already been another month and a few more days since the March announcement!
How have you all been doing?
As always, I've been continuing to work on the "Epilogue of the Epilogue" stage!
However, the development speed has become a bit of a problem because it's progressing so slowly...
Because of that, the development update I usually post at the end of each month ended up being delayed by about a week,
and I also couldn't finish a drawing for this announcement, so I'm using a picture that will appear in the game instead!
Since time is also very tight, this announcement will mainly be about the development progress of the "Epilogue of the Epilogue" stage!
Please check the details below!
1. DEVELOPMENT PROGRESS
(1-1 . Charge Shot System Added)
I finally implemented the Charge Shot system that I mentioned back in the February announcement!
So, while introducing this newly added Charge Shot system,
I'd also like to briefly explain the game systems for the long-delayed "Epilogue of the Epilogue" stage!
1-1-1 . Power-Up System
First, regarding the Power-Up system:
When powered up, sub-units are added,
and the system has a total of 3 levels:
0 -> 1 -> 2
You can increase your power-up level by collecting Power-Up items (temporary image, will be changed later)!
Also, starting from Power-Up Level 1, the Lock-On and Charge Shot systems mentioned below become available!
1-1-2 . Lock-On System
Steam post imageSteam post image
The Lock-On system becomes active when sub-units are present.
If there is a locked-on enemy, the sub-units will aim toward that enemy automatically.
In addition, the sub-units gain increased attack speed and increased bullet damage!
Lock-On is activated not by the sub-units themselves, but by the number of times the main ship's bullets hit an enemy.
The closer you are to the enemy, the faster Lock-On activates!
---
Far-away enemy : 15 hits
Close-range enemy : 7 hits
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1-1-3 . Charge Shot
The Charge Shot system charges up to 2 levels while holding the ranged attack button,
and activates when the button is released.
---
Level 1 : 3 seconds
Level 2 : 2.5 seconds
---
When Charge Shot is activated, the sub-units dash forward,
allowing them to destroy enemy bullets on contact and deal damage to enemies, similar to the melee-enhanced attack!
To summarize the kind of gameplay I'm aiming for:
Get close to enemies and quickly activate Lock-On
→ Increased attack speed + increased attack power
Use the enhanced firepower
to quickly charge the melee-enhanced attack gauge
The closer you get, the higher the risk of getting hit by enemy bullets
→ Use the melee-enhanced attack to destroy enemy bullets
→ Deal damage to enemies while charging the melee-enhanced attack gauge again
If the melee-enhanced attack is unavailable in dangerous situations, or if additional damage is needed
→ Use Charge Shot for additional attacks and enemy bullet destruction
In short, I'm aiming for a playstyle where you aggressively push forward by staying close to enemies!
Of course, depending on how balancing and difficulty tuning turn out in the actual game,
the gameplay may end up feeling different from what I originally intended,
but this is the kind of gameplay experience I'm aiming for!
(1-2 . Stage 2 Development Progress)
In the previous announcement, I mentioned that Stage 2 was around 10% complete.
Now, I've finished up to the Stage 2 mid-boss, bringing it to roughly 45% completion!
The next goals are as follows:
Complete the rest of Stage 2
Finish the remaining UI systems (player damage, remaining lives, etc.)
Create the menu screen and settings screen for the "Epilogue of the Epilogue" stage
Originally, I planned to include the shop system before releasing the update,
but because time has become extremely tight,
I've changed the plan to first update up to Stage 2 around early June,
and then work on the shop system around July to August.
So hopefully, the next announcement will not be just another news post, but an actual update!
As a small side story,
I also wanted to write about the sudden computer problems and my roughly two-week-long "battle against my PC," which I ultimately won,
but since time is very limited, I'll end the post here for now.
That concludes today’s announcement.
Thank you very much for your interest in the game I developed!
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