1. Two Strikes
  2. News

Two Strikes News

Day of the Devs is this week! Also some bug fixes and improvements!

While we are preparing for Day of the Devs in Los Angeles, we've been working in some bug fixes and improvements to keep all of you on your toes.

[h3]Bug Fixes[/h3]
  • Team Duel single player wasn't starting for some reason
  • Switch Pro and Joycons should work again
  • Yasuke strong feint was not dashing, revealing to the enemies that the animation wasn't an attack
  • Bug where Miyo didn't show up in Infinite mode
  • Mayflash 300 is also working, let me know if other fighting sticks are still not working


[h3]General Improvements[/h3]
  • AI Level 4 behaviour was changed to be more interesting and be harder to exploit
  • Controller vibration for Perfect Parried players


[h3]Buffs and Nerfs[/h3]
  • Ayai recovery times were buffed. She can now recover a lot faster after being parried.

Road to Release - The Devlog Series

Hello hello everybody!

In the last devblog we delved a lot into what all the historical setting of the game meant, as well as the inspirations behind the title, today it's time to talk once again with our favorite creator, Danilo Barbosa, to know a little bit more about where all this passion for fighting games comes from, let's go for it!

Hey there, Danilo! Tell us, when did your interest in fighting games start? Danilo: My interest in fighting games started way back in the times of the arcade bars. My first fighting game love was Samurai Shodown II. It had so much style, with incredible characters, I can’t remember how many coins I’ve spent in that arcade machine playing Genjuro.

How much time have you invested in fighting games? Danilo: Well, after that initial phase I’ve continued to spend my lunch money in many fighting game arcades, from Darkerstalkers, to Megaman Power Battle (big blue bomber fan here), Street Fighter Alpha 2 until I discovered King of Fighters 97 and 98. I used to go play everyday after school, beating up everybody that wanted to challenge me. In the console era, I’ve played many games but not for long, for me the true experience comes from beating other players.

Have you ever taken part in a fighting game tournament? How did it go? Danilo: Never took part in gaming tournaments, which now thinking about it, makes me think why. I imagine that the reason is because I never saw them happening around me. Maybe they did and I didn’t know. And later when we finally could play online, I never really had good internet, and everytime I tried, I got my ass kicked so hard that I basically stuck with playing single player modes with game like Smash Bros, Soul Calibur, Tekken and a lot of Mortal Kombat.

What games were your main inspiration and what aspects of Two Strikes were inspired by them? Danilo: We have two games that we drew a lot of inspiration from. The first one is Darkerstalker in the art department, not the style of the game but the settings: monsters fighting each other. For Two Strikes, it helped us create a darker gritty environment where all the characters are already dead in the beginning of the game. For game play, my main inspiration was definitely Samurai Shodown II. The fact that combos weren’t that common and spacing and mind games were more important always drew me into the franchise.

What is something you find lacking or don’t like in the most classic fighting games? Did you get to fix it on Two Strikes? Danilo: Never really liked combos. But I always loved the basic aspects of fighting games, which take their inspirations from real martial arts and boxing. Spacing, understanding patterns, creating situations to capitalize on them, like feints and canceling motions. So I wanted to go back to basics without the things I always thought were very frustrating, like making a mistake and being punished for 10 seconds while the combo lasts. In the end I didn’t even remember what the mistake was. So with a game where one or two hits ends a match, you know exactly what you did wrong if you lost, so right away you can come back and test new strategies and I believe that for me, that is more satisfying than finally pulling off a combo.

What is your favorite character from any fighting game? Danilo: Ryu, Eddie, Hanzo and Smoke

And your favorite character from Two Strikes? Danilo: Hozoin has been my favorite for a while, but I am trying to get better with Yasuke and Miyo, the latest characters released.

Did you get inspiration for any character playability from any other game? Danilo: For the first game, One Strike, I used to see a lot of fighting games to understand better movesets and what would work or not, so for example, Tomoe is based in Genjuro from Samurai Shodown II. But for Two Strikes, since we went back to the main inspiration which are samurai movies, I’ve been taking most of the character moves from real martial arts and movies. I think that it was the right thing to do because it helped me create the unique experience that is Two Strikes. Moves from movies are much more realistic than the ones you see in most fighting games and this means that the moves are also a lot slower. This is quite crucial to the animations in the game because we need to communicate to the players that attacks are coming. So, every move has anticipation frames, a lot of them.

Do you prefer 2D or 3D games? Why? Danilo: 2D. By far. The reason is that they have much more style than most 3D fighting games. Of course, this has been changing with games like Guilty Gear and SF6, but in general that’s my idea. Or well, it could also be nostalgia talking here, haha. I can say that the change of a game to 3D made me basically forget about Street Fighter, a game that I loved until Alpha 3, and then, when Capcom decided to jump to 3D with Street Fighter IV, it simply didn’t click with me, just making me return to it now with SF6.

What do you think is the main difference between developing a fighting game and any other genre? Danilo: I would say the community. When you develop for example a platformer, the relationship you have with the players are more normal. What I mean with that is that there isn’t any other community more passionate about the type of games they play and that also comes with a lot of knowledge. Sometimes, people on the communities and discord use terms that are known in the Fighting Game Community but I need to google to get what they are talking about. I don’t think that happens very often with other types of games.

What is lacking/you would like to expand on Two Strikes? Danilo: Online game modes and more characters, because who doesn’t love a huge roster?

Apart from the mechanics of One Strike/Two Strike, what would the next Retro Reactor game's main dynamic revolve around? Danilo: I’ll take a long vacation from Fighting Games, but of course, only after finishing all the DLCs we are planning on releasing if the game goes well. I’ve been really loving playing casual strategy games, like FLT and Into the Breach. I believe my next game will be something like that.

That was absolutely fantastic, thank you so much Danilo for taking care of us again, and as always, be sure to follow us on our social networks (@EntaltoStudios and @dmbarbosa1) to keep up with all the news related to Two Strikes, and we'll see you soon for the next installment of Road to Release: The DevLog Series; Part 5 - Eight Vengeful Killers.

Two New Modes! King of The Hill and One Strike!


One Strike is a love letter to all fans of the saga's origins; going back to the roots, in One Strike Mode the rules are the same as in the first installment - one strike is enough to decide everything!



King of the Hill is an endless carnage mode, where armed with only one life you will have to face an unending barrage of enemies, one after the other. How many will you be able to take down before you inevitably succumb in battle? Not only that but you can post your high scores here!

Who can be the best with each character?


Have you ever wanted Two Strikes merch?
Well, now you can!



Look amazing and help us finish the game at the same time!
We ship worldwide!
https://www.entaltostudios.com/category/two-strikes-collection

What are you waiting for? Join the Two Strikes community now through Discord or its EarlyAccess

Two Strikes selected to Day of The Devs!

We've been 𝐝𝐲𝐢𝐧𝐠 to tell you this news! 👹

Two Strikes duels will happen in person for the first time beyond the seas, all the way to Los Angeles next December 8th at the 11th edition of Day Of The Devs!

We want to thank Double Fine Iam8bit for the opportunity!

On other notes, we are still working on the final game modes and two new characters. More news about that soon!

Road to Release - Devlog Series

Hello everyone, and welcome back to another installment of Road to Release, the DevLogs series of Two Strikes! Today we pick up right where we left off last time, speaking again with the mastermind behind the work, the one and only Danilo Barbosa! Today is about delving a little deeper into the setting of Two Strikes, so let’s dive in!


Hey hey Danilo, how’s it going? What do you say we skip the introductions this time and go straight for the jugular; Why did you base Two Strikes specifically in the Sengoku period?
Danilo: The Sengoku period in Japan is one of the most convoluted periods in Japan's history. From the country's unification to the cradle of many legends like Goemon and Yasuke. Samurai still ruled and the common folks suffered under endless wars.

And where does the Shinigami Tournament come from? What is its motivation? Danilo: The Shinigami tournament is an idea from our lead artist, Gerson Oshiro. Big fan of Japanese darker artists and culture, he wanted to bring this to the game and his idea was to basically kill everybody in the game for that to happen. Even the characters from the first game. At the time I thought it was quite fitting and explained why they kept fighting even though they're being killed every 15 seconds. The Shinigami's motivation changed throughout the years. Initially started being just the cliché that was depicted in many manga and anime, from the god of death being bored and looking for some souls to torment, but nowadays is more about bringing more conflict and despair to not only the lives of the warriors in the tournament, but for all those that cross their paths.

Wow! And tell us, what are the references for the artistic style? Danilo: 7 Samurai is the ultimate reference, but Jojo's bizarre adventure and Darkerstalker are also great influences and to compliment all that, a little bit of Tarantino.

You mentioned that the Sengoku period gave birth to many legends, tell us, are the characters of Two Strikes based on real figures? Danilo: Yes, Goemon and Yasuke are the characters that were based on real historical figures in the Sengoku era. Of course, our lead artist created his own version of them, and we are crazy to tell their stories in the new mode we are working on at the moment.

What were the main references, both visual and playable, to land the message? Danilo: Since our main reference is movies, we wanted to keep the gameplay completely without UI. The main reason behind it is to keep the player involved in what they were seeing, a duel. In the movies, there's no life bar for Samurai 1 and Samurai 2. So, if we wanted to create a game that could succeed in creating a movie + game experience this has to be gone.
But of course, removing it and expecting players to simply accept it is difficult and confusing when talking about game design. So, to solve some of the issues, we added some visual cues to help the players understand every that was happening and that it could add to the feeling of a duel. So, for example, instead of a life bar, we added the blood spurts for players with one hit already. This way they know they are about to die for any strike, they have to be careful.

Any character idea you haven't been able to carry out? Danilo: Coming from my experience in One Strike, one of the things I learned for games with one or two hits is that ranged characters are incredibly complicated to balance, but even this limitation got solved with some ingenuity, making them release projectiles that don't cover the whole screen, like Goemon.

How have you tied the gameplay of the characters to themselves? Danilo: This is a difficult process. Designing a character and implementing it to be able to make it feel right with his movement set and what he offers to the players is probably the biggest challenge that designing a fighting game has to offer. My biggest struggle was definitely with Yasuke. I ended up designing him to be a very defensive character, so his move set followed that. The problem was that he was bigger and stronger than most characters, why would he be holding back on his brute force if he could overpower the others? That's when I decided to use some discarded animations to make his gameplay very aggressive and change his special ability to be a parry breaker.

Why new characters compared to One Strike? Danilo: Because I wanted our lead artist to have more freedom with the designs especially because One Strike designs aren’t the best, I created them and I'm no artist. I just asked him for a version of Kenji and Tomoe, my favourite characters from the first game.

And tell us, are the fighting stages based on real places? Danilo: Some places are. Kenji's scenario has Mount Fuji in the background. Ayai's scenario is also a reference to an old Ainu village. There are many more, but you have to play the story mode to discover, hehe.

What are the main references for the stages? Danilo: The biggest references are definitely old samurai movie posters. If you look closer, they even have some old marks, like they are old.

And finally, let’s talk a little about the music! Tell us, what are the main musical references? Danilo: The sound designer Benimaru used especially an instrument called the Sakuhashi to create a unique sound "pallet" for the game. It is delicate but can also be powerful and exciting. Quite perfect for the game. I didn't really have a specific source. When we initially started, Benimaru, Gerson, and I chatted heavily about the styles of Samurai Champloo, Akira Yamaoka (Silent Hill's composer), and Sekiro. I suppose those formed a basis.

Well as always, thank you very much, Danilo for answering all our inquiries, and thank you very much to all of you who have read up to here. Make sure to follow us on our social networks (@EntaltoStudios and @dmbarbosa1) to stay updated on all the news related to Two Strikes, and see you in the next installment of Road to Release: The DevLog Series; Part 4 – Born to Fight!