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Two Strikes News

Two Strikes officially translated to 20 countries

Hello, fierce fighters! For today's release notes, we have some really good news.

Translations
Adding in-game translations for French, Italian, German, Bulgarian, Czech, Danish, Dutch, Finnish, Greek, Hungarian, Japanese, Korean, Norwegian, Polish, Portuguese (BR), Portuguese (PT), Spanish, Swedish.. and very soon simplified Chinese!

And that also goes to our Steam page!

SFXs completely remixed.
The game's sound designer Beni finished mixing ALL of the game SFXs and we basically updated 190+ of them, wow! The game sounds and feels so much better with the changes! I'm looking forward to hearing your impressions on it!

Road to Release - The Devlog Series

Continuing on the path we blazed last week, today we talk again with the mind behind the game, the one and only Danilo Barbosa, and take a look back in time to see where we've come from!

Hi Danilo! How you doing? Ready once again? Danilo: Very good! Excited to talk a little bit more about the history of Retro Reactor Games!


Great, let's get started then; for those who don't know, Two Strikes is the sequel to Retro Reactor's previous game, One Strike, a game that was incredibly popular at the time especially on Nintendo Switch. Tell us, Danilo, what are the main differences between Two Strikes and One Strike?

Danilo: Well, One Strike was where it all started. The idea for the game came after watching the movie 7 Samurai by Akira Kurosawa and it was an attempt to translate one of the scenes into a game, which wasn't easy at all, it took me 8 months of hard work at night, as I always made the games in my spare time, until today. It was also my first commercial game, and I did it completely on my own. Not because I liked working like that, but because I had no choice. Nobody believed in a kid who only had ideas. If I wanted to finish my game, I would have to do it myself. So, One Strike is an ultra-casual game with pixel art, 8-16bits, that only one hit finishes the fight. It was released with only 6 initial characters and later went up to 10.


Why did you decide to make these changes?

Danilo: The success of One Strike was quite important for all the changes that were made in the second one, mainly because it allowed me to fund artists, musicians, testers, voice actors and so on, so the production level went up exponentially.
Also, speaking of gameplay, I already had the experience from the first game, so I knew more or less what would work and what wouldn't work, for example, characters with projectiles; in One Strike it was really hard for me to balance the only character that had those skills because, of course, in a game where you can kill with one hit, an infinite range attack is quite powerful.
Other important changes also happened because of the community that came from the first game and actively participated in the development of the second game, thanks to them, I was able to test ideas and make design changes more quickly.
And finally the main gameplay change: different from One Strike which was ultra-casual, to make Two Strikes a medium-casual game because important things of fighting game designs were lost with the simplicity of the first game like the backflips, and moments of tension that are built up little by little in each duel.


What can a One Strike veteran expect when playing Two Strikes for the first time?

Danilo: They will be blown away by what they see at first glance, but after that, they will feel at home. Both games provide the same core gameplay which puts the players in a duel. Your life is at stake, the tension is the same when you are playing Street Fighter and both fighters can die with a single hit. In other words, the game starts, and the tension is already high. What changes is that to get that hit, there are other tools, and to avoid that hit, there are also other tools, so the game feels similar, but it's not, it's much more strategic but it stays fast and tense.


Are there any characters that travel from the first game to the second? Why those in particular and not the others?

Danilo: Tomoe and Kenji are the only ones I decided to carry over from One Strike to the second game. The reason was because the lead artist wanted independence with the character designs and being a great artist, it seemed like a good idea. The second reason was because I wanted the freedom to create new types of characters without just copying the first game. But nothing prevents me from bringing more characters from the first game in the future, with their updated and unique design for Two Strikes.


One thing that really stands out about Two Strikes is the amazing artwork, what is the reason behind the evolution from pixel art to the hand drawn style?

Danilo: Initially, I was looking for an artist to make the second game also in pixel art. My studio was always focused on making retro experiences, but as the graphic quality of the first game was a limiting factor for it to also be a success on consoles with more powerful graphics engines, I was open to try something in HD, that's when I met the lead artist, Gerson. I had the opportunity to work with him briefly on another project that I didn't finish, but I already admired his art. So, the decision was made to have the opportunity to work with someone like Gerson who would definitely do something special.


Is there anything from One Strike that you would have liked to include in Two Strikes, but it wasn't possible?


Danilo: Mechanically nothing, but I would definitely like to bring more characters to Two Strikes in the future.


From the launch of One Strike until now it has been almost 6 years, what has been the most difficult thing you have encountered in the development of Two Strikes during these years?

Danilo: Definitely running a team. Although they all worked as freelancers, organising their tasks, accompanying them, making changes, knowing how to interact with their problems and availability was quite difficult. It took me a long time to understand how to solve problems and how to improve our process. But there is no way to do a project like that, with that quality and the help of good people, so it was a process that even though it was very difficult, it was a great learning experience for me, and I would not go back.


It's probably too early to ask, but... seeing the evolution from One Strike to Two Strikes, what do you think you would add for a "Three Strikes"?

Danilo: 3D hahaha. I wouldn't make another 2D fighting game. Animations are expensive, take a lot of time to make and once you have them, adjusting them to the game is often impossible without making more changes, meaning you have to be very creative with what you have to make it all work.


As always, thank you so much for your time, Danilo, and thank you so much to all of you who read all the way through!

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 in the next installment of Road to Release: The DevLog Series; Part 3 - The Bloody Sengoku.

Miyo arrives in the eternal fields of battle!

The new fighter is available right now to play! Two Strikes' seventh character just arrived at the after-death fields of battle. The Shinigami couldn't be happier!

[h2]Who is Miyo?[/h2]


Miyo originally did not intend to become a swordsmith. She originally wanted to join the Shinto priesthood. Due to the war, this proved to not be possible. As an emergency backup, Miyo ended up working with her father, swordsmithing. This went on for several years, and they slowly dragged themselves out of poverty through superior craftsmanship, specializing in creating tanto and tachi for middle-class samurai. However, due to a freak accident, Miyo was forced to step in to become the only smith of the family.

For the rest of her story, you have to find out when the Story Mode is ready!

[h3]Miyo's Gameplay![/h3]
Miyo is a master at dissimulating her attacks. For each of the swords she owns, comes a different attack, but they all start with the same animation, making it impossible to predict from the few initial frames what is coming out next! Mixing that with her above-average combination of cancels, she can't be very hard to anticipate.

[h3]Miyo's move set[/h3]
Weak Attack [Little fox]: This is a very basic sword slash with a short-range but fast delivery. This uses her mid-size sword named Little Fox.

Strong Attack [the sword of ten fists]: This attack begins with her jumping backward and can be used quite well against overly aggressive characters, and while having quite the long range, this attack can be used in many ways with the canceling and feinting. I will let you all find out by yourselves. This attack uses her longest sword the Sword of Ten Fists, named after the swords owned by Shinto gods.

Both of his attacks can be canceled.

DashForward [The sword of life]: This is also an attack. Can be used in many ways to cancel both weak and strong attacks. Miyo uses her smaller sword to perform this attack called The Sword of Life, inspired by Susanoo's sword.

DashBack: Miyo is an aggressive fighter, always putting pressure, because of this, her dashback is a dash forward that can be used to cancel both weak and strong attacks, setting up new weak attacks or the dash forward attack.

The feints also work a little bit differently for her. I invite you to try it out!


[h2]General Changes:[/h2]
[h3]New voice actors:[/h3]
Miyo comes completely voiced and this time, our old friend Hozoin will finally be able to speak his mind as well! Super happy with the results for both of them!

[h3]New scenario and music![/h3]
Miyo comes with her stage, named the Paper Furnace, and a brand new OST gives life to it.

[h3]A new stage selection menu and random selection were added![/h3]
Since now we have 7 scenarios, the old selection was too small. For that reason, I decided to redo it with 10 spaces now. Two for the last scenarios that are missing (Shenyan and the Shinigami) and a space for random selection of the scenarios.

[h3]Game mode description added![/h3]
One of the things I noticed could confuse some players was the fact that even though the game modes have simple names, it wasn't 100% clear to the players exactly what they did. Now they have a small description that will help them navigate better.

[h3]Round Counters Replaced[/h3]
The green flames were removed and a newly animated, bigger beautiful flames were added in place to make the round counter clearer to all players.

[h3]Nerfs:[/h3]
Ayai was the only one affected this time around. She was heavily nerfed thought. Both of her attack recuperations are now 40% longer. The reason for this is that she was able to come out unscattered after being perfectly parried since her recovery was so fast, so no risk and all reward for her.

Let me know what you think of this change in the comments, please.

[h3]Bug Fixes![/h3]
Not a lot of bug fixes in the version. Some sound effects were fixed and pressing confirm does not play them twice, which was pretty annoying.

Road to Release - The Devlog Series

Hello everyone, and welcome to the first Two Strikes Devlog!

Throughout this series of posts we'll be discovering together more about the best 1v1 fighting game set in the Sengoku period. Let's get to it!
Before we dive into the bloody fields of feudal Japan, let's delve a little deeper into the mind of the man behind the work; today we have with us the one and only Danilo Barbosa, director of Two Strikes.

Hey Danilo, how's it going? Ready to get started?

Danilo: Fantastic! I've got a lot of work to do on the game, but I'm really excited to be in the final stretch of Two Strikes development with everything to come!

Great, let's get to it then; tell us, Danilo, how long have you been working in the video game industry?

Danilo: I've been working in the video game industry since 2015. I started making educational casual games that taught physics laws, evolution, mathematics. It was a great experience and even though they were small games, I had a ton of fun. Luckily, they didn't pay badly, considering that I didn't have any previous experience. Then, after a few GameJams, I finally decided to try something authorial. That's when I put into practice the passion I had for Japanese culture and the stories of samurai, monks and ninjas and developed my first game called "One Strike".

Why did you decide to start developing video games?

Danilo: After graduating in electronic engineering, I couldn't find a job in a difficult time for engineers in Brazil, after the political instability that was the result of the political coup that deposed the former president. At that time, luckily, I started working as a software analyst, a job I liked and for years I was looking for a change back to engineering without success. Besides, I was not doing very well in my personal life either! To distract myself I started to study videogame development in my spare time and well... After "One Strike" and "Two Strikes" I still make the games in my spare time, but I can say that for many years now it is no longer a hobby but a second job that I really love.

Looking at your track record, it's easy to assume that fighting games are your favourite, aren't they? Which one is your favourite?

Danilo: Not really! My favourite games are roguelikes like "Hades", "Faster than Light" and "Into the Breach", but of course fighting games have always fascinated me since I was a kid! My favourite is definitely Samurai Shodown II. Its theme and gameplay are certainly one of the many inspirations for my games.

Do you practice, or have you practiced, any contact sport or martial art?Has your knowledge influenced your game?

Danilo: Yes, I did Karate for 6 years, I had the green belt when I was a teenager. I wouldn't say it didn't directly influence the development of "Two Strikes", but it indirectly contributed to my obsession with Japanese culture and my interest to immerse myself completely in part of Japanese history.

If you weren't making fighting games, what kind of games would you like to make?

Danilo: I really want to make roguelike strategy games like "FTL" and "Into the Breach", I think that will be my next project!

Awesome! And tell us, what advice would you give to someone who wants to make their own fighting game?

Danilo: To make other types of games, hahaha! I'm joking of course, but, in reality it's not easy. Although there is a lack of games and it's not a saturated market, fighting games are seen as big risks by many companies. Online multiplayer is also another critical point, it's expensive and you must have it. So, if your dream is to make a fighting game, go ahead! But know that it will be an “interesting” journey.

Sounds about right! Now to finish this first DevLog tell us, why did you decide to call your studio Retro Reactor?

Danilo: Because I always imagined myself making retro games, my first games and "One Strike" have very simple visuals and gameplay, the Reactor comes from my background in electronic engineering. Even if I didn't practice it, it's part of me and I didn't want to forget it!

Thank you so much for your time, Danilo, and also to everyone who has been reading all the way through to the end!

Be sure to follow us on our networks (@EntaltoStudios and @dmbarbosa1) to keep up with all the news related to Two Strikes, and we'll see you in the next installment of Road to Release: The DevLog Series; Part 2 - Striking Twice!

Play the DEMO now!

[h2]Play the Demo now! [/h2]
In the spirit of celebration with our new partner Entalto Studios, we decided that more people needed to get their hands on the game. So, if you are still unsure if you should buy or wishlist the game, now it is finally your time!

We are dropping a Two Strikes Demo for you to try the game for FREE!
Right now you can play with both characters from my first game One Strike: Kenji and Tomoe! Play with friends, challenge yourself against the AI, and if you haven't done it yet, please wishlist the game! I hope you enjoy it and let me know what are your thoughts!

[h3]Release Notes:[/h3]
That's not the only news today, if you already own the game, here are the latest changes:

[h3]New killing effect:[/h3]

Now every time a round ends, the game will stop for some milliseconds and invert colors to give some players a better idea of where they were when hit and to give a phantasmagoric feeling after each death.

[h3]Reformed Menus:[/h3]
Now you can cancel the selection of your character by pressing the "back" button. Especially for versus and practicing against the AI, some players complained that they had to go back to the main menu to re-select fighters. Also, added some effects to make the selection screen more cohesive.

[h3]More Fighters Names:[/h3]
Fighters' names on the round counters were added for all the game modes. Some players have been complaining that they couldn't see the names of the characters once they start fighting and suggested I add them in some more places. So here you go.

[h3]Bug fixing:[/h3]
  • Fixed a bug where the stage selection would appear in front of the fighter selector screen.
  • Fixed bug where second player couldn't select "Character Selection" in the menus after a fight
  • Fixed glitches that were triggering some weird effects also on the after-fight menus.