Transiruby cover
Transiruby screenshot
PC PS4 Switch Steam
Genre: Platform, Adventure

Transiruby

SKIPMORE's latest work "Fairune: Fragment Isles" , the creator column!

Transiruby now supports Portuguese, Polish, and Turkish

Transiruby now supports Portuguese, Polish, and Turkish!

Transiruby now supports Spanish, German, and French

Transiruby now supports Spanish, German, and French!

Ver 1.0.7 released!

Bug fixes

・Fixed a bug in the map preventing game progress under certain conditions

Ver 1.0.6 released!

Bug fixes

・Fixed play time and time attack counter
・Fixed time attack UI text
・Fixed map discrepancy
・Minor adjustments made in gameplay

【Transiruby #6】Developer Interview Conclusion - Staff Q&A

Hello, everyone. 
It's KOU from Flyhigh Works.


We talked and asked Transiruby creator KIMURA of SKIPMORE various questions to commemorate the release.  This is a two-part interview. The first part will be presented by me, Kou as the interviewer, and the second part will focus on questions by the Flyhigh Works staff. 

This is「Conclusion」. Please feel free to check it out if you're interested. 




Interview(Conclusion)




FHW Staff
It seems Siruby's outfit has an Aila-like face on it. Is there a secret to it? (No way! Does it speak like Dokonjō Gaeru?)




KIMURA 
There's no deep meaning behind the design, but the idea was to have a gentle kaomoji on the clothes that will give the impression that『Transiruby』is not a heavy realistic world a digital fun game world instead.



FHW Staff
Regarding the background, is there a specific place that inspired the motif? There seem to be some Japanese-style elements, so is Japan a location of inspiration? 

KIMURA 
There is no specific location that inspired the motif. I just drew whatever I wanted.  The Japanese-styled taste, such as the Torii Gate (Shinto shrine archway), etc., was near me when I was a kid, so it was something that I could easily handle. Still, they are seen as mysterious and mythical to foreigners, so I actively included them.  






FHW Staff 
The name of some bosses seems to have a name that originated in Japanese culture but is that motif that inspired their names? For example, the first area's boss,「Military Server: Calasma」, sounds similar to a place in Kyoto called「Karasuma」, so is that where the name is based on?

KIMURA 
Proper names were referenced from Kyoto and Japanese mythology. When I was a student, I would go to the arcades in Kyoto and play frequently, so I am personally familiar with the city. 





FHW Staff 
Kimura-san mentioned that Transiruby was initially based on the "Noah's Ark" motif. What initially inspired you to choose "Noah's Ark" as a motif?

KIMURA 
At the beginning of the project, the idea was「the planet was ruined, so collecting the DNA of organisms」so the Noah's Ark motif seemed to be a good idea. However, I thought the story was too serious, so I stopped heading in that direction.



FHW Staff 
What is your favorite area to explore in Transiruby?

KIMURA 
I like them all but、 Area 1「Dimension Realm - Surface」. Since it's the first area that Players see, the so-called "grip" area, there were various trial and error run attempts.




FHW Staff 
Were there any other bonus characters you considered including in the game, but they did not make the final cut?

KIMURA 
There were no bonus characters that made the cut, but in the beginning, there was a male character that was completely different from Yamato.


The rejected male character(Rejected incompleted work)





FHW Staff 
Were there any other power-ups you were interested in or considered in the game but were not implemented in the final build/version?

KIMURA 
I like the motorcycle the most out of the power-up items. One power-up item was not implemented, a giant beam cannon that could transmit a shot. Since Siruby's regular attacks are reasonably strong, it was rejected because it did not make sense to keep it.


Icon for the beam cannon concept that was rejected. 




Afterword



The Transiruby #6 Developer Interview - Conclusion is now finished. What do you think about it? 

That’s the end of this article!
More information on games from Flyhigh Works are available to read up on Flyhigh Times.
Please feel free to check it out!

http://flyhightimes.jp

【Transiruby #5】Developer Interview - Reflecting on the first part of development

Hello, everyone. 
It's KOU from Flyhigh Works.

We talked and asked Transiruby creator KIMURA of SKIPMORE various questions to commemorate the release.  

This is a two-part interview. The first part will be presented by me, Kou as the interviewer, and the second part will focus on questions by the Flyhigh Works staff. 

Please feel free to check them out if you're interested. 




Interview




KOU  「Transiruby」is scheduled to be released. Thank you so much for the hard work! 


KIMURA Thank you too for your hard work.

KOU First off, how do you now feel looking back on the development period?

KIMURA At the beginning of the project, it was planned to be completed within 2 years, but it actually took twice as long. This was my first time creating a side-view game, so I misjudged the perspective of the complete workload. I did not expect to work for 2 years on only level design...

KOU I see. That's precisely what is called "birth pains." By the way, I think you were able to create「KAMIKO」 as a top-view game in a short period, but what were some of the difficulties in making「Transiruby」a side-view game? 

KIMURA 『KAMIKO』's map took about 3 months to complete. However, 、『Transiruby』's map is about 10 times larger than『KAMIKO』, so even if it were developed at the same speed as 『KAMIKO』, it would still take about 2 and half years to complete...now that I think about it,『Transiruby』's map was relatively good? When I calculated the workload, I thought I could make the side-view map faster than the top-view map because there was an insufficient layout of the area. 1 area took about 4 months to complete in that sense. However, there is a sense of "gravity" while creating a side-view game. I thought the tools and maps are「perfect!」, but when I actually played it, there were places that I wanted to jump and reach to, and on the other hand, there were places that I did not want to jump to reach, so it took a considerably good amount of time to create the game after making adjustments. 



Left: In the beginning, the layout in the upper section was initially designed to allow descent from the ladder. 
While playing, I often went past the ladder and fell to the bottom.
Right: In the final version, in the upper section, a left key container is placed, and I do not fall to the bottom, and an S-shaped flowline is formed.  




KOU Ah, I see. By the way, ESQUADRA, Inc (@studioesquadra) was also part of the development team, so how was it like working together?

KIMURA I felt secure trusting ESQUADRA, Inc. Their accumulation of technical skills and experience is reassuring.  Also, QA, etc., is essential, so I am grateful for their support.






KOU By the way, the primary visual was drawn by Kato Oswald(@ozoztv) san, who also worked onFairune Collection.

KIMURA I like how Oswald san drew skies and clouds, so at any chance I get, I requested their help ever since『Fairune Collection』. Along with the title screen, Oswald san helped with the ending illustration. 

KOU Also, Misoka (@misoka_panipum)san, who also worked on KAMIKO's BGM, produced the「FM Synthesis Style BGM」pack.

KIMURA I have known Misoka san since I created Garakei smartphone games. みMisoka san's forte is using FM sound generators rather than Famicom and Super Famicom sound generators, so in this case, just like with『KAMIKO』, they said「This is what FM Synthesis should sound like!」, so I sent in excessive requests and listened to them (Haha).



KOU By the way, I want to talk about the game. I really like the scene at the beginning of the game in which Siruby plunges into the atmosphere and then embarks on a new adventure (Please refer to the video below). This "grip" is the simplest and most incredible thing, and I felt like, "This is what SKIPMORE is made of."



KIMURA Thank you very much. The scene in which Siruby plunges into the atmosphere was inspired by '90s anime. Around that time, Sci-Fi anime had plunged into atmosphere scenes.  There may be some people from the same generation as me that are like, "Yeah, Yeah, this is it!" so I thought it would be neat to produce something like that.

KOU I also like how each area has its own unique monument and superb scenic viewpoint. Now I feel that I'm speaking from a personal fan's point of view.

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Each stage has symbolic monuments.


KIMURA They are all significant objects (Haha).  While I'm creating games, I do not have time to draw pixel art as a hobby, so I put my hobby pixel artworks in-game and took the opportunity to add some flavor to them.




KOU Furthermore, this is from an enthusiastic point of view, but when the protagonist, Siruby, transforms into an aircraft for the first time, the BGM, or should I rather say "Feel the Sunshine," is flowing. Before that, the atmosphere felt oppressive. Until that point, it felt like everything was cleared up like the sun, so I personally liked that part too. There were also moments like that presented in「Fairune 2」and「KAMIKO」.

KIMURA The map was created by trying to make spacious airspace, narrow pathways, and alternating the tempo, which was a significant alteration added to the production included with a scene. For the scene in which the aircraft enters flight mode for the first time, the BGM was composed first, and then the direction of the stage's graphics was created to complement it. I do not know if Areas 1 - 3 were great pretenses for displaying this sense (Haha).



KOU I apologize for accidentally taking the direction of discussing various personal fan-oriented topics. Thank you so much! For the next part, we will discuss questions from the staff.

KIMURA Thank you very much.




Afterword



And that concludes the first half of the Transiruby #5 Developer Interview Vol. 1. What do you think of it?

That’s the end of this article!
More information on games from Flyhigh Works are available to read up on Flyhigh Times.
Please feel free to check it out!

http://flyhightimes.jp

【Transiruby #4】Directly heard from the developer ! Presentation on the game mech

We will listen to KIMURA of SKIPMORE discuss the distinctive game mechanics in 『Transiruby』this time!



Let's collect Tranchips!





Tranchips are scattered throughout the map. Collecting 50 Tranchips opens the gate and allows transfer to the next area. The exact location of Tranchips can be verified on the map radar.


KIMURA
Dot eater games such as『Head On』,『Pacman』, etc. inspired the Tranchips collecting mechanics. However, collecting all Tranchips does not clear the game, so it's not sure if it's similar to dot eater type of games like『Lode Runner』, etc.



Multipurpose Weapon: Element Shot!





Element Shot can freeze enemies (enemies can be used as platforms) or start countdown switches and lifts. There is a restriction on how many times the Element Shot can be used due to the EP being depleted each time it's used, but the EP can be replenished after destroying enemies that leave some EP behind. Also, when an enemy that has been frozen by Element Shot is destroyed, there is a 30% chance that LP (stamina recovery items) will appear.


KIMURA
With『Transiruby』, I aimed to develop the EP resource management mechanics found in『KAMIKO』. As mentioned above, there are many options to defeat a small fry enemy. "Where to collect EP, how much EP to use or where to use EP..!" I think it's fun to keep that in mind while playing!



Transform into a motorbike for high-speed travel!





Further in the game, Siruby can transform into a motorbike. While in motorbike mode, Siruby can defeat weaker enemies by running them over, or Siruby can move across water, instantly expanding the range of playing. Of course, this increases the speed of movement, which is an essential element of Time Attack.


KIMURA
As seen in videos about time attacks in action games, characters can somersault or back step just to move faster. However, with『Transiruby』I thought,「If you're going to move anyway, at least look cool doing it!」, hence the motorbike being implemented. After that, running over enemies, traveling across the water, etc., was added, and the specifications were applied as they are now.





Afterword



And with that, we conclude Transiruby #3. How was it?
 
That’s the end of this article!
More information on games from Flyhigh Works are available to read up on Flyhigh Times.
Please feel free to check it out!

http://flyhightimes.jp

【Transiruby #3】People who are bad at action games should have fun!

There is a perception of exploration-type action games as being too hard. The design concept behind Transiruby was「Less Difficulty, More Fun」 so the action in the game is not too difficult, and you do not get stuck.

Some people may have been interested in this genre but have avoided it because it seems too tricky, so Transiruby may be a good choice for making your exploration-type action game debut.


Small fry enemies can be completely frozen!





Siruby's weapon, "Element Shot," can solidify and neutralize all small fry enemies except bosses. Furthermore, the frozen solidified small fry enemies can be used as platforms for moving around. When small fry enemies are defeated, there is a 30% chance that an item will appear that restores their health.


Destroy enemies with a downward thrust!





Downward thrust with Siruby's sword is a super-powerful attack that can destroy small fry enemies with one strike. If you're not good at battles, use the downward thrust to cut and defeat the small fry enemies with ease!


Autosave for easy retries!





Aside from save points, autosave occurs after picking up an item or transferring to another area in『Tranisruby』. After dying, resurrection occurs after answering 「Retry?」(you recover full health!). So if you're ever in a pinch, it may not be so bad to die and start over. This may not seem easy, but while playing the game with the Element Shot, there are a limited number of bullets. The resource management for storing the energy, combined with the map layout, etc., makes the game moderately challenging.


A word from the developer





KIMURA from SKIPMORE
As a matter of fact, I liked exploration action games, but I found the action part difficult, which was a setback. So I designed specifically the battle aspect of the action part for people who are not good at action to enjoy playing easily without complicated controls!


Afterword



And with that, we conclude Transiruby #3. How was it?
 
That’s the end of this article!
More information on games from Flyhigh Works are available to read up on Flyhigh Times.
Please feel free to check it out!

http://flyhightimes.jp

【Transiruby #1】Unravel the mysteries of a dimensional continent! Introducing



This title is an exploration-type action game. 

These days, it's more convenient to call this genre "Metroidvania."



The primary weapons are the sword and an elemental shot that can freeze enemies.

Also, other power-up items such as double jump, underwater movement, motorbike transformation, etc., are obtainable.



The story begins, a dimensional continent appears!





A massive dimensional fall occurs near Siruby's spaceship, then a colossal continent appears.

This dimensional continent is rich in an abundance of unknown matter and data.

Of course, there's no way Siruby could remain silent when such a mountain of treasure is seen before her eyes.

Siruby sets out to explore the dimensional continent without a moment's delay.


角色介绍





Translation: シルビィ(SIRUBY) ネーコム(NECOM)

CYBORG GIRL SIRUBYー

The protagonist of this title. She runs about the dimensional continent while entirely using the sword and shot.

While watching the opening conversation, the impression is that Siruby is poor at tidying her room.


SUPPORTIVE AI NECOM

Necom always aids Siruby with cooking, researching, etc.

As well as use their precise judgment to aid Siruby's exploration of the dimensional continent.




A word from the developer





KIMURA FROM SKIPMORE The story's setting is sci-fi, and there are plenty of technical-ish terms in the dialogue, but it's a loose sci-fi setting where anything goes, so don't overthink it and enjoy the ambiance!


What is SKIPMORE?





KIMURA FROM SKIPMORE is the developer of this title.

KIMURA san is a Japanese indie game developer specializing in pixel art.

www.skipmore.com

Before 『Transiruby』, KIMURA san developed 『KAMIKO』and 『Fairune』.





Thus, we delivered Transiruby #2, so how did you like it?
 
That’s the end of this article!
More information on games from Flyhigh Works are available to read up on Flyhigh Times.
Please feel free to check it out!

http://flyhightimes.jp