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Two Strikes News

Shenyan, The Drunken Pirate Steals the Update!

[h3]Today is a glorious day for Two Strikes![/h3]
The Eighth Character arrives in the game! Shenyan, the Druken Wokou!

Shenyan is an insane character, not gonna lie to you! Don't let his age of Death trick you into thinking he's a nice old man. He is here in purgatory for his insatiable blood lust focused on one thing only: Creating misery for Hozoin. You see, they are long long-time acquaintance, childhood friends. But now, any of this matters anymore. You have to wait for the Lore to be ready to know why, sorry.

[h3]Gameplay![/h3]
This drunken pirate has one of the fastest walk speeds and dashes in the entire game. He can get in and out like no other.



Shenyan has two attacks, pretty standard. His trickeries are not in different attacks, but using the ones he has to make everyone very uneasy.

Shenyan's weak attack is fast but has the shortest range in the game, although his strong attack is by far the longest-ranged attack in the game, even beating Hozoin's weak attack.

[h3]What is Unique About Him?[/h3]



Shenyan has unique interactions with his Strong Attack. After a start-up animation, he enters a state where he keeps spinning his rope until it is finally released for a powerful attack. During this state, he can:
  • Press again Strong Attack to cut it short and release it earlier.
  • Press Weak Attack to use it in case an enemy comes too close.
  • Dash forwards, to maybe use its Weak Attack.
  • Or just dash backward, to start all over.

By the power of drunkness, Shenyan can even break game rules, doing whatever he wants with his strong attack.

[h3]Balance Changes[/h3]
Thanks to the player @Green, that gave invaluable feedback, I decided to give some buffs to Miyo. He felt, just like me, that She was maybe too deep into deception and lacking a little in some practical uses of her dashes. So,
  • After the dash forward attack, her recovery has 5 frames less, making her less susceptible to counters.
  • Her back dash now doesn't have the "attack preparation" animation, making it a lot more reliable to close up the distance.


We are working in the lore and story mode, so soon you will have these things, but before that, enjoy Shenyan.


Next Update on the end of the month will include more lore and achievements

Hey all!
Just to warn you that the next update of the game will be towards the end of this month.
I just finished the lore section of the game, but I need to connect it to the achievements of the game before releasing it.

I hope you all understand. Also, we are working on other things that we cannot talk about it for now.

Cheers,
Danilo Barbosa.

Tie-break mechanic is now optional.

Hi everyone!
You have no idea how busy I am...

First of all, I went with Entalto Publishing to GDC and it was a blast! Had a great time and met amazing people. I just step back home and I have to catch another flight to Brazil, to visit my parents, since that's the time of the year I come here to visit them. I will be working from here, but soon I will stop for 10 days to actually rest. Very needed. But then, it will be non-stop until release! So bear with me!

This update doesn't bring a lot, since I just finished a big chunk of the game lore and just started on the achievements. Unfortunately they have to be released together, so that's why I can't release them now.

So the changes for this updates are:
  • Removed Tie Break as the default decision mode after a tie. (There is an option on settings to activate it back again)
  • Fixed bugs like the Quick Guide Showing Achievements
  • Added mouse visibility back.


The tie break mechanic was an old one that made sense back in the day where the Duel Clash wasn't implemented. Now, with it, feels redundant and takes the tension that the ties create in fighting game.


New scenario and music! New lore section added!

We finally start exploring the lore of Two Strikes! How Exciting is that?
This is an important update for me! It finally introduces more details about our duelists and all the hard work Eoin Thompson, our historian did for the game. Who were they? What motivated them in life? What could motivate them in... death?

I started building the Lore section of the menu, there you can find each duelist profile and know more about them. For now, only their profiles are available, more in the next updates!

Also, I've finally linked the endgame to the credits scene!

We are also very happy to introduce you the 8th scenario that belongs to Shenyan, still to be released. You can play in it in the versus modes or in the practice mode.

[h3]Bug Fixing[/h3]
  • Some characters experienced some annoying behavior after defending, which would need new input to make them move, even if the player pressed the move button before the end of some animations.
  • Fixed bugs where the double dash was not working well, especially for scenarios where there would be one tap and then, a hold to the same direction. That was also a very annoying behavior that I am happy that we managed to fix.
  • For keyboard players, fixed some scrambled inputs.




New UI and New Input System Update!

First of all, I'd like to thank the patience for the lack of updates in January, but I promise, it was worth it.

I am happy to announce that we moved away from the old clunky UI to a brand new and beautiful one. With controller or keyboard input indications, for Xbox and PS controllers on all pages.

This UI is not just an aesthetic change, it is laying grounds for all the content that is missing in the game, like extras, achievements, story more lore, and even the ability to listen to the OST of the game in the menus. I am excited about the things to come.

The change also includes all menus, in-game included with a very clear way of communicating the information.

[h3]I already added a couple of nice things with this new UI:[/h3]

1. Credits Screen. Here you can see who has already participated in the game creation and the responsible for all the areas of the game.

2. Default Controller Screen. Here you can see the default inputs for Xbox and PS5 controllers.

3. Options to inactivate the dash with double tapping for each player separately.

4. A more interesting and cohesive key binding screen.

5. The duel settings are not part of the flow anymore. You can set the number of duels or difficulty once and not have to setup every time you choose to play a game mode.

6. New quick guide screen. Here you can access each game tip, instead of having to go through them.

7. News section. Here you will be able to access the latest release notes and any other important Two Strikes news in the future.

In other news, I also had to change the game input system from Rewired to Unity's New Input System. The new UI wasn't compatible with Rewired and as per the request of the publisher, thinking ahead for the porting of the game to all platforms, also suggested I move to the New Input System. This New Input System should simplify detecting fighting sticks and even leverless controllers a lot better and without conflicts with XInput with Steam.

A lot of testing was done to find most of the bugs, but I believe that some of them might have escaped us, so I please asking for your help to find them, so we can squash them as fast as possible.


[h3]Balance Changes[/h3]
  • Ayai recovery after being defended from her weak attack is getting 20% longer since some characters were not able to counter even with a weak attack, which was very unfair considering how fast and long-ranged her attack is.
  • Yasuke's dash back range is being reduced by 50% and the duration is being decreased by 20%. Consider this a buff, since it makes Yasuke more dynamic and in a better spot after canceling his attacks.


We are getting very close to finishing all the art assets of the game. Including ending illustrations. While I can't show the ending illustrations, I can show you the story mode portraits that were just finished. Miyo, the swordsmith!