Eternal Guardian Rubine -The First Fight-
A downloadable game
FIRST FIGHT (demo) release out now!!
The year is XX99.
A team of Insectoids are sent by the Queen of the Heartspade colony to investigate an incredible phenomenon localized within ruins of origins unknown to modern records.
According to reports, the secrets to ancient technologies capable of incredible destructive power lie at the heart of these long abandoned structures. This technology had previously formed the basis of a brutal war waged between insectoids and humans a few years ago, but few understood how it worked in order to truly control it.
The insectoid tribe known as the Bumblebons, in their fight to preserve nature from the destructive tendencies of the humans, had tapped into an awesome power that surpassed humanity's weapons and machinery. Despite it having long been uncovered by humanity and used in many applications, only the Bumblebons were given access to the technology's true potential, in the form of human-sized weapons known as Megascoles.
Unfortunately, they would pay the price for their offenses, as the humans would eventually overcome the Megascoles through sheer luck and tenacity, and wiped out the Bumblebons in retaliation. Now, no traces of the technology remain for any side's benefit. Or so it seemed....
BEE ATTITUDE FOR GAINS
ETERNAL GUARDIAN RUBINE -The First Fight- is a hair trigger 3D run-and-gun-and-sting inspired by many action games from the 90s, but mainly Sin & Punishment, Alien Soldier, Cannon Spike, and Radiant Silvergun. You as the bio-mechanical superweapon Rubine must use your entire arsenal to blast through various overstimulating levels across multiple small scenarios while racking up the biggest high score you can.
-The First Fight- is the first chapter of the Rubine saga, consisting of two levels plus a bonus challenge level arriving next month. It is to be followed up with an additional paid version that adds another level and other goodies to test your skills.
-CREDITS-
Game by Josh "Tirk" Baron
Music by bleep ft.Pandora's Bread, Baycun and Amelie Doree
Voice Acting by Wintermelon, Blades, and Julius Hoffman
Extra rigging and animation by Soupertrooper
contact me via Bluesky or my rather dead Discord Server for questions and inquiries
Updated | 9 days ago |
Status | Released |
Rating | Rated 4.3 out of 5 stars (4 total ratings) |
Author | tirkaroKujo |
Genre | Action |
Tags | 3D, Low-poly, No AI, Retro, Robots, run-and-gun |
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Played the demo and I thought it was pretty fun! First of all I love love love the aesthetics of this, from the way the environment looks to the characters. I also I think Rubine has an amazing character design, they’re the whole reason I even checked out this demo to begin with. Also bless you for giving her thick thighs, that’s really the thing that makes her design come together. Music and voice acting were good. Some of the loops for some tracks were a little too short and there was one section that had no music and was kind of jarring (I think it was the area in front of the temple) that could use some ambient sounds.
The gameplay was pretty fun, I enjoy the mix between shoot’em up and 3D action beat-em up styles. Though this is still super early so there some issues I have. While the 3D action works well enough it's a bit too floaty, the lack of impact and weight that makes fighting enemies not as satisfying as it could be. Also, another reason for this is the lack of feedback when you hit enemies. It felt like half the time I wasn't even sure I was actually doing damage to some enemies. It doesn't help that is barely any sound when you hit an enemy especially with a melee attack, the lack of feedback really hampers the game feel. Again, I know this is super early so I get why it's like this but it's something to keep in mind for the future. One of the most important things for an action game is that it feels good to hit enemies.
The camera also needs a lot of work. Sometimes when I pressed on the lock on the camera would completely move away from Rubine for no reason. At some points it would seem a little too close to her that I would have a hard time seeing the enemies. Also speaking of the lock on, I wish there was a way to see which enemy are locked on when in the combat mode, like maybe having the target appear on their bodies would help. Also, the camera for the last phase of the level 1 boss is just bad. The camera is so zoomed in, and the boss took like 80% of the screen I couldn't tell what I was doing for most of it.
Also, during the shooting segments sometimes the target would disappear when I was aiming over certain enemies and sometimes it would appear behind the enemy which made it hard to know where I was aiming. Also aiming in the shooting segments is kind of inconsistent. For most of the game you're allowed to aim freely when you hold down the aim button but sometimes you aren't allowed at all during certain shooting segments and that really threw me off. Also, this might just be me considering I don't play shoot’em ups but it kind of got a bit tiring constantly holding down the aim button during the shooting segments. I kind of wish during those segments the cursor was automatically on the screen, and you didn't have to hold down the button all the time. Again, I'm not too experienced in this genre so maybe it's just something I have to get used to but I figured I'd share this either way.
One thing that really did feel clunky while playing was the charge button. I don't know maybe I just need to get used to it but having to hold down the button to aim hold on the button to charge and then hold down the button to shoot felt like a little too much? It was too much to wrap my head around, so I didn't use the charge that much, I really only used it for mini bosses and bosses. Also, I had no idea how the blue bar worked until like the end of level 1. The fact that there's a bar to build up charge and you still need to hold down the charge button to use the charge attack anyways doesn't sit right with me, it feels unintuitive, I guess? Like there are moments where I was charging down the button yet the charge attack didn't work because I didn't have meter. The fact that you could hold down the charge and then see a charge animation but youstill get nothing doesn't feel great, like I know you could build it up again by doing regular attacks but can you least see what I mean when I say that it feels off to use? Again, maybe it's just me but this felt like something worth bringing up.
Level 1 was a good time, but it was way too long. It felt like it could have been split into two. Like it should have ended when Rubine talks to Deemu after that boss fight, and that long shoot’em up section should have been the start of the next level. The actual level 2 by comparison felt like it had around the right amount of length.
Another big thing is that you're checkpointing could use some work. I died in the 1st combat section in the second half of level 1 and I had to do that whole long ass shoot em up section again and that did not feel good. It would really help if some enemies dropped health during the shooting up sections cause I noticed they could only be found in the combat sections. Also, I wish was a checkpoint right at the beginning of bosses 'cause I died to the final boss of level 1 multiple times and it was kind of annoying having to run all the way back to the inside of the temple every single time.
Also speaking of the final boss of level 1. It's a cool fight, it does drag a little bit but that might just because I died a lot (it took me awhile to figure out how to avoid that attack in his last phase). But also I encountered a glitch that soft locked me. It was in one of the shooting phases where you're allowed to aim freely, I think I must have aimed opposite of where he was when we transitioned to the next phase where he sank into the sand and only his head showed up Rubine was facing towards the camera and wouldn’t face the boss so I couldn't shoot him at all which meant I had to die to reset which sucked. I don't know how you could reproduce that but hopefully you'll figure out what caused it.
Last thing I want to talk about is this story. There was a lot more exposition and world building than I expected, the text on a black screen exposition dump is a bit boring but this is early and its the easiest way to do exposition so I totally get why you did it so I don't fault you at all. Hopefully when the games is farther along you could maybe find better ways of doing it. I gotta say I was not expecting the tonal whiplash in level 2. By that point you know Rubine was already a war machine that fought against humans but to actually see her brutalize actual people with blood and guts and all really took me by surprise. At first, I thought it was a bit too much and it kind of took me out of it 'cause I was not expecting this kind of graphic violence at all but I was kind of vibing with it towards the end especially at that segment with the classical music and the mech guy begging his fellow soldiers to retreat before their all killed. Was it a little jarring? Sure. Do I respect the hell out of it anyways? Yes. The only actual negative I have about the story is that “co-worker” scene with rubine and red-cyborg-bee-that-I-forgot-her-name-already-but-is-totaly-not-Deemu. It's a cute as hell cutscene don't get me wrong, but I felt like it being sentence sandwiched between two scenes of Rubine brutalizing soldiers and more soldiers dying and being psychologically tortured felt really off and not in a good way. Am I not saying you should get rid of it 'cause I still really like the dialogue between the two but maybe having something leading into that scene more naturally would help it? Like for example let's say the scene starts with not-deemu meeting back up with Rubine and noticing that somethings wrong with her ('cause she's got the trauma) so way to take her mind off as she changes the topic to the “co-worker” conversation as a way to cheer her up. I don't know, I'm not a writer so feel free to completely disregard everything I said at this point but this game is dealing with a lot more heavier themes than I thought it would so I'm interested to see where Rubine’s character goes and what exactly the mysteries behind what happened in the war and Deemu’s connection to Rubine’s sister/lover/co-worker.
I know most of this has just been my critiques so I hope you aren't discouraged in any way. I just wanna reiterate that I really really did enjoy this demo and I think your game is really charming and has a lot of promise. I would not write this much about your game if I did not think it had the sauce. So, thank you so much for making this! I hope to see more of your work in the future.
Thank you for all the feedback!! It really means a lot! Actually made my day!
I agree with what you said, and in fact I'm currently reworking a lot of the game so it'll have a more consistent feel to it overall while focusing on all of the main appeal points, as I feel like this build was a painful but necessary throwing-everything-at-the-wall to see what'll stick, Mainly I want the experience of playing as Rubine to feel inherently fun and satisfying in of itself even if my level design chops are just kinda mid. I apologize also for the softlock, it's been a lot to try to stomp them all out bc there were a lot of points I had to brute force out so I probably didn't get all of them.
As for the story, the tonal whiplash was largely intentional to highlight the disconnect between the Megascole warriors' overall mindset and the severity of what they've been sent to do. There actually was a preceding scene before the co-worker one that did sort of do what you described, but it had to be cut for development time. Actually it's kind of hard to talk about the story in general because I had to gloss over a lot just to get the game out there, but I'm very glad it interests you! I hope to elaborate about it more without it getting -too- overbearing and complex, bc I have a lot more ideas than I do professional writing skill, so it's a lot to juggle between everything else.
Once again thanks for the feedback!!!!
Just finished the demo! Hopefully this criticism doesn't come as harsh, as I do believe there's something special in the works. That said, here goes:
- There's intent for how the game is meant to feel and play and clear inspirations, but lack of focus on a singular camera or gameplay type is hurting more than helping, a fixed cam during the beat 'em up sections would help ground things with a bit more consistency
- Left bumper lock-on and free aim is also unclear when either is active and some sort of in game visual cue or UI element would help this. Furthermore, sometimes lock on doesn't seem to work when there is no targeting, if anything tying free aim to the mouse and dropping free cam from the beat em up play while revising those sections would also assist with polish and gameplay consistency
- Stage design and camera cuts aren't quite there yet, this is definitely an early build of the game and a passion project that still requires a lot of polish, but I would suggest thinking about snappiness and focus, what is the key event happening during a particular scene? Where is the character going after or during? Is what's happening impactful, or more loose?
- The same feedback could be applied to the controls, at the moment things are lacking weight and impact; enemies feel much more like fodder than threats and even the mini-bosses and bosses didn't seem to have much balance on the interplay between their attacks and how they actively engage the player
- Bugs are definitely a thing, I fell out of the first level at some point and could not continue, as well as what looked to be a section where the music didn't activate nor did the full boss model spawn in during the second stage, though this may still be work in progress
All that said, there's a lot of potential and a lot to love here! I think it just needs another few passes of raw polish and gameplay consideration before continuing onto additional content, best of luck with the project!
thank you for playing and for the feedback
-For what it's worth the latest build removes all instances of the controllable camera during beat em up segments in favor of fixed and swerving camera angles, not all of them tho.
-I've obv had extremely limited time to thoroughly playtest the build and have no money+resources for large scale playtesting so I apologize for any game ending bugs and would appreciate any reports/specifications of any oversights you do encounter bc atm I'm not sure how to replicate the ones you just stated
Thanks for the quick reply, it sounds like a lot of feedback is already being considered, which is great to hear!
So, from memory the stuff I encountered that felt buggy or was definitely a bug:
- On stage 1 when controlling the bumblebon (sorry if I messed up the name) I was able to walk off the far right of the map and fall infinitely, the game allowed me to skip a cutscene to continue though, I believe?
- Further into stage one, I'm not sure how far but when fighting on a large floating rock, it spawned in an enemy and spawned me much farther away from it, I saw some sort of building or structure emerging from the ground which I assume was tied to the event happening above with the enemy, but could not get back up to it and had to stop the stage
- In stage two, the thing that happened was before fighting the giant robot that somewhat closes the stage out, I was fighting the arm and it spawned in from out of nowhere, I'm not sure if that was intentional or not but felt like something was missing as there was no music or no event that really happened til after I did enough damage to the arm, if it's not a bug then the conveyance of that section is a little confusing right now
Hope that helps!
Awesome game! Loooots of camera issues, of course, but I see the vision. Fantastic Sin and Punishment vibes, All it needs is enough polish to get the camera to work how it's supposed to. For that, I might recommend ditching letting you control the camera yourself and just do fixed angles. Might make it easier in the long run. Either way, very excited for this game!
yea, next update I'm definitely just gonna rework all the controllable camera segments because even if I got it working as well as it could it doesn't feel like it fits in with the overall consistency of the game anymore, despite me getting used to it.
Thank you for the feedback!
I liked the game but ran into issues when it came to the aiming with Mouse and keyboard where i couldn't aim the crosshair anywhere.
Played the tutorial and first level. I must say, I really enjoyed the game and am very hyped to see more with this project. I've been looking for a nice game with some railshooter elements and combat for a while and this has all of that!
I also dig the story and it has potential for a lot, and of course, Wintermelon and Blades did wonderful jobs with their voices!
Some negatives I felt were, and this may be a mental skill issue since i technical did beat the first level even though I died from an attack after the last hit, but a bit more health pickups spaced out through the level could help! Some camera jack also made seeing enemies difficult, leading to offscreen attacks chipping at my precious health i was running low on. I also thing Gerdski's idea of a control scheme indicator of sorts could help! Doesn't have to big, not for me at least. My mind goes to the Kingdom Hearts 2 gummi missions when thinking of this stuff haha.
Slid some green, get something good to eat, hope all goes well in life and I can see another part of Rubine's story!
thank you so much!!!!!!! the camera is definitely the big thing I wanted to tackle in the coming update too so hopefully that works out.
I love the style and all the influences you've pulled from! However I think this demo needs some love and refinement.
My biggest gripe is that there are 2 control schemes with multiple variations that you switch between constantly, with very little feedback as to which one you're in, and what the restrictions are. I think a ui animation telling you what mode you're in would be really helpful.
The free look camera in some of the bee-tem up segments is also kinda rough. It's way too pulled in and centered on the character to see what's going on, and the fact that the lock on button doesn't move the camera to the target is frustrating.
I'm really excited for the concept though! I wanna see it work! I've been working on a 3d beat em up myself and I'd be happy to share some of the things I've learned if you're interested.
Yea I agree on both fronts and it's something i'm tackling with the incoming update, so I hope it'll be a better experience for it, thank you for the feedback!
yo is that THE tirkaro kujo
yoooo its froy
how ya been man it's cool to see you doing game dev stuff
I can see your inspo on your sleeves, excited to see it, I too like sega
Excited for this boss