日本語原文はこちら:https://skipmore.fanbox.cc/posts/2062571

Translation: "Small Fry's Battle Commentary !"
TRANSIRUBY #2
I can't stand small fry enemies
This time the "difficult scrap" are the small fry enemies. When the difficulty level in an exploration-type game increases, the small fry enemies, for example, are "tough + move up and down while jolting + shooting bullets" then when "(small fry enemies) don't drop anything after being defeated + resurrect after moving into another room" are added, the small fry enemies become irritating for those who are not good at action games. Also, in relation to the "small fry jumping while parabolically moving and shooting bullets", it's already considered an annoying small fry enemy. While creating, a variation of them always pops up but for people who are poorly skilled at (playing) action games, this type of small fry enemy is unpleasant.
For those who aren't good at action...
I think people who aren't good at action games are prone to the same pattern below in exploration-type action games. Receive damage from small fry enemies → Healing items to recover HP are dropped, go defeat (more) small fry enemies → Healing items GET ! However, because the enemy is tough, HP will be cut down when you get the recovery item → Even if you can successfully recover, you still have to go back to the original area on the way... Foolish ! With this, people who aren't good at action can't explore smoothly. This is fine for platformers that mainly focus on combat, but for exploration-type action where you go back and forth and in between the same places over and over again, this flow can be stressful.
All small fry enemies can be defeated in one shot

Translation: "Unarmored" "Armored"
In TRANSIRUBY, small fry enemies are divided into two types : "Unarmored / Armored". "Unarmored" small fry enemies can be defeated with one sword attack."Armored" enemies can be defeated by attacking them a few times with a sword. However, they can be defeated with one downward thrust. In other words, with the exception of the bosses, all the small fry enemies in TRANSIRUBY "have the means to be defeated in one hit" when prepared for the situation. When jumping down from a high place, if you start to downward thrust, you can defeat 100% of the small fry enemies directly underneath. It's similar to a vertical attack in DRAGON BUSTER. ※Honestly, Ys III had a greater influence...
All small fry enemies can be stopped

Translation: " When the ESHOT hits" "Battle or freeze ! ●Stand on ●Defeat with one hit ●Become a shield ●Healing items drop"
In TRANSIRUBY, there's a long distance weapon called ESHOT which freezes (stops on the spot) any small fry enemies that are hit, and there is no damage even if you touch a frozen small fry enemy so you can use (the frozen enemy) as a scaffolding or as a shield to prevent enemy bullets. Furthermore, frozen enemies including "armored" ones can be defeated with one sword attack. On top of that, if you defeat a frozen small fry enemy, there's a 30% chance that it will drop a healing item (that is, you can get a healing item from a non-resistant small fry enemy !). So, in a combat focused game, the ESHOT feels like a considerably balanced breaker weapon but in an exploration-type action where the gravity of combat is not at high level, it leads to more fun. Or perhaps I should say that we are currently making adjustments in a progressive form so that the ESHOT will appear to be more fun.
Resource managment from 『KAMIKO』used in development
To me "battles with small fry enemies'' have become a game development theme, and I somehow do an experiment everytime like in FAIRUNE there's a hint to where the small fry enemies will go; in 1 BIT-ROGUE the maximum HP would increase every battle; in PICONTIER cheap weapons break (same as in 1 BIT-ROGUE). And then in KAMIKO, SP is saved up after defeating a small fry enemy, the gimmick is that the system boot up and activates that SP so that a special move can be used, but in TRANSIRUBY I'm developing that (gimmick) a bit more. Although, if you manage resources too much it will become rigid so those who are good at action can play it a little more severely, and those who are not good may play sloppy and poorly. With that kind of feeling, I aimed to change the way of playing and play style all at the same time.
Two Playing Styles
Small fry enemies can be frozen with ESHOT as mentioned above, but it can't be used indefinitely. ESHOT bullets require an EP that appears when you defeat an "unfrozen small fry enemy", and that EP will appear jingling when you defeat a small fry enemy while connecting combos like in KAMIKO. Also, the ESHOT activates the gimmick function as in the case of KAMIKO, but it serves a lot more purpose than in KAMIKO such as "opening the door" and "activating the lift". And so, when those various characteristics are combined, two play styles from below occur.
●For those who are good at action…
Don't use ESHOT too much, defeat the small fry enemies roughly with combo links, save up EP but don't waste it while moving(about). Collect EP along the way and proceed to use them to activate the gimmick !
●For those who aren't good at action…
First, save the EP to the MAX at the hunting ground (where weak small fry enemies gather), save the EP necessary for the gimmick activation, and proceed carefully while freezing the small fry enemies that you're not good at (battling against) ! In fact, so far it's been divided to this extreme, so play by ear in order to proceed.
There are many save points &resurrection points, so people who are not good at action and their own strength to some extent can breakthrough. However, if you try to cleverly proceed with a time attack etc., you should play while calculating the remaining amount of EP….something like a balance.
It all depends on my level design skills whether or not this will function well... I'll do my best !
《To be continued》
