WEBVTT 00:01.000 --> 00:07.000 Alright, we're in Barcelona for the IndieDevDays and we're taking a look at the game by iStudio 00:07.000 --> 00:11.000 which looks like it has something to do with Gamereactor but they don't 00:11.000 --> 00:14.000 and it's looking really really nice which is Retro Reactor 00:14.000 --> 00:20.000 and they are presenting this very interesting, very nice looking hand-drawn fighting game 00:20.000 --> 00:23.000 which is Two Strikes, so thank you so much for joining us Danilo 00:23.000 --> 00:27.000 What can you tell us about the main concept of the game other than its beautiful art style? 00:27.000 --> 00:34.000 Well, the idea came from watching samurai movies and especially Seven Samurai from Akira Kurosawa 00:34.000 --> 00:40.000 and in this movie there's a scene where there's a duel between two Ronin, like two wondrous samurais 00:40.000 --> 00:47.000 and like in the beginning they fight with wooden swords and then they attack at the same time 00:47.000 --> 00:50.000 and one of them say oh yeah well it was a tie and the other said no 00:50.000 --> 00:53.000 actually if it were like real swords you'd be dead by now 00:53.000 --> 00:58.000 and the other guy oh no let's do it again let's draw real swords and they draw the swords 00:58.000 --> 01:05.000 and the whole situation changes, everybody tenses up, everybody's like sweating 01:05.000 --> 01:08.000 like the crowd gathers, nobody can breathe 01:08.000 --> 01:13.000 and just like that, just in a flash, like in one strike the fight is over 01:13.000 --> 01:17.000 and that's what was the idea that I got for my first game, this is my second game 01:17.000 --> 01:21.000 my first game is One Strike and now I'm with the sequel 01:21.000 --> 01:28.000 I'm working on this one for almost five years now and it's almost ready to be released 01:28.000 --> 01:34.000 Are you a solo developer or do you have a team with you working on the art and the gameplay design and everything? 01:34.000 --> 01:40.000 I have a lot of people working with me, not anymore but as freelancers 01:40.000 --> 01:45.000 but it's a solo project like I'm the programmer and game designer of the game 01:45.000 --> 01:52.000 and I hire people to work with me, artists and sound designers, QA historian now working with me as well 01:52.000 --> 01:57.000 I'm not acquainted with the prequel, with the original game 01:57.000 --> 02:00.000 so what can you tell us, I don't know the differences between the first game and this one 02:00.000 --> 02:03.000 so what can you tell us about what you're trying to achieve here 02:03.000 --> 02:08.000 in terms of I don't know graphics and gameplay differences compared to the first game 02:08.000 --> 02:13.000 They are very very different, the first game was my first commercial game 02:13.000 --> 02:19.000 I used to do educational games before and that was my first shot with outdoor games 02:19.000 --> 02:26.000 and I did everything by myself because it was really hard to find people to get in the band with me 02:26.000 --> 02:30.000 to try to do something together, so I did everything by myself 02:30.000 --> 02:38.000 in eight months I finished pixel art, it has the same simple premise but it's a lot simpler than this one 02:38.000 --> 02:44.000 on this one what I wanted to do was to get everything that I learned from the first game 02:44.000 --> 02:49.000 make it more interesting in any way possible 02:49.000 --> 02:54.000 so the art is such a huge leap that it's even hard to explain 02:54.000 --> 02:59.000 because one game is my, I started pixel artist working on it 02:59.000 --> 03:03.000 and this game is made by really really good talented skilled artists 03:03.000 --> 03:07.000 and the gameplay is also another thing that is very different from the first one 03:07.000 --> 03:13.000 because the first one didn't have a lot of testing and didn't have a lot of community 03:13.000 --> 03:15.000 I didn't have a lot of touch with the community 03:15.000 --> 03:19.000 so with the first game I gather like a community, a lot of people like the game 03:19.000 --> 03:22.000 because it was released on the Nintendo Switch, it did quite well there 03:22.000 --> 03:28.000 so I actually have now like a kind of a supportive community that's behind me now 03:29.000 --> 03:35.000 and this game had all of that, so it's better in every single way from the first one 03:35.000 --> 03:43.000 now that you mentioned the art, what can you tell us about the work that went into making this beautiful artwork 03:43.000 --> 03:49.000 work frame by frame, hand-drawn in a fighting game which always you know 03:49.000 --> 03:52.000 for example we were talking with Mario developers the other day 03:52.000 --> 03:56.000 and they were like if we go too complex with the animations 03:56.000 --> 04:01.000 then what about the response and then how both characters collide, right? 04:01.000 --> 04:08.000 so how do you work on balancing beautiful art hand-drawn with frame-based fighting game? 04:09.000 --> 04:13.000 It's a difficult situation, it's a very difficult situation 04:13.000 --> 04:19.000 because I decided to go with 2D again because I already had experience 04:19.000 --> 04:23.000 so I decided to keep on something that I was comfortable with 04:23.000 --> 04:28.000 and at the same time it was difficult to work with such great artists 04:28.000 --> 04:36.000 because balancing a fighting game means changing the animations, changing the velocity that they play 04:36.000 --> 04:40.000 so I mean I had a lot of drama to deal with 04:40.000 --> 04:42.000 It was almost like a fighting game with your artist 04:42.000 --> 04:49.000 It was basically, yeah, at some point he even said that I was ruining his art 04:49.000 --> 04:52.000 so yeah, now you have like an understanding 04:52.000 --> 04:55.000 we're all Brazilians so imagine it's a big drama 04:56.000 --> 04:58.000 And how does that gameplay work? 04:58.000 --> 05:01.000 What are you guys, what are players going to do here? 05:01.000 --> 05:08.000 Is it very complex in terms of combos or is it simple input but you have to be very fast and very skilled 05:08.000 --> 05:13.000 so how does it work in terms of you know the different characters and how the fighting works? 05:14.000 --> 05:20.000 Well, I have to say that this is a very unique fighting game 05:20.000 --> 05:24.000 because it's not, I don't think you're going to play anything like it 05:24.000 --> 05:28.000 and I'm not saying that because I'm trying to boost anything 05:28.000 --> 05:32.000 it's just because I've been participating in a lot of events like this 05:32.000 --> 05:35.000 and I've seen like, and I love fighting games as well 05:35.000 --> 05:44.000 so what goes into this game is a mixture of beautiful art, strategy and very casual gameplay 05:44.000 --> 05:46.000 but not ultra casual 05:46.000 --> 05:50.000 so it's not as simple as like dive kick or footsies 05:50.000 --> 05:53.000 it doesn't have any combos 05:53.000 --> 05:58.000 I decided to remove that because it was something that I never enjoyed that much about fighting games 05:58.000 --> 06:04.000 I think it's beautiful to watch but as a fighting game player I never was really into it 06:04.000 --> 06:07.000 but I always loved the other aspects of it 06:07.000 --> 06:10.000 so like the footsies, the mind games 06:10.000 --> 06:13.000 so this game is completely focused on that 06:13.000 --> 06:16.000 on moving your character around 06:16.000 --> 06:20.000 like creating plays that trigger defenses on your opponent 06:20.000 --> 06:23.000 or like an attack that is not going to hit 06:23.000 --> 06:25.000 and you can like capitalize on that 06:25.000 --> 06:29.000 so it's about, I would say that the strong point on it is mind games 06:30.000 --> 06:34.000 even though it's a really fast paced game it's also quite strategic 06:34.000 --> 06:37.000 because there's a lot of, like the game loop is quite short 06:37.000 --> 06:40.000 because it's one or two strikes that finishes the match 06:40.000 --> 06:42.000 exactly, there's no energy bar, there's no life bar 06:42.000 --> 06:46.000 and this is on purpose because since the game is actually inspired by movies 06:46.000 --> 06:50.000 I wanted to give completely UI free gameplay 06:50.000 --> 06:56.000 so the only things that the players they have to look, they have to pay attention is the characters 06:56.000 --> 07:00.000 and it's a life or death duel, you have to be serious 07:00.000 --> 07:06.000 but at the same time between rounds I put like a round counter 07:06.000 --> 07:11.000 so the game stops a little bit so you can think on your strategy for the next match 07:11.000 --> 07:14.000 so at the same time it's super fast paced 07:14.000 --> 07:17.000 the matches can last 5 seconds or 20, 30 seconds 07:17.000 --> 07:21.000 but you stop a little bit and you think okay so I did this this round 07:21.000 --> 07:24.000 what can I do to get my opponent on the next round you know 07:25.000 --> 07:27.000 and any sort of specials that you can pull off 07:27.000 --> 07:31.000 and what can you tell us about the characters themselves, the differences between them 07:31.000 --> 07:37.000 no there's no specials, each character has weak attacks and a strong attack 07:37.000 --> 07:41.000 the strong attack finishes in one strike and the weak attacks finishes in two strikes 07:41.000 --> 07:44.000 but of course the strong attacks they have a long animation 07:44.000 --> 07:46.000 and they are really easy to defend 07:46.000 --> 07:53.000 and besides that you have mechanics that for example the parry mechanic 07:53.000 --> 07:57.000 even though you cannot hold the button and defend, it's a parry mechanic 07:57.000 --> 07:59.000 if you do it properly it's very strong 07:59.000 --> 08:01.000 so attacking is very dangerous in this game 08:01.000 --> 08:08.000 so that's why you have to think a lot, you have to trick your opponent to use the parry 08:08.000 --> 08:10.000 because the parry at the same time is quite strong 08:10.000 --> 08:14.000 if you fail it can open you to counter attacks 08:14.000 --> 08:17.000 and it looks fantastic, it looks like Star Wars Visions the first episode 08:17.000 --> 08:20.000 it looks like this with the black and white it looks really really good 08:20.000 --> 08:24.000 and you mentioned the Switch before, so which platforms are you aiming to release on 08:24.000 --> 08:29.000 and I've heard that you have a publisher so when can we expect to be playing Two Strikes? 08:29.000 --> 08:32.000 Well we just recently signed with Intel 2 Studios 08:32.000 --> 08:35.000 and we're working on it, so far we don't have the exact dates 08:35.000 --> 08:38.000 but it will be early 2024 08:38.000 --> 08:41.000 and the idea is to release in most platforms 08:41.000 --> 08:43.000 so Switch, PlayStation and Xbox 08:43.000 --> 08:46.000 Where did you get the name of the studio from? 08:47.000 --> 08:49.000 Oh good question, it's quite old 08:49.000 --> 08:52.000 I've been doing games for 8 years now 08:52.000 --> 08:58.000 and at that time I always imagined that I would do more retro style games 08:58.000 --> 09:01.000 but with this game it didn't work out that way 09:01.000 --> 09:03.000 So now, I don't know 09:03.000 --> 09:04.000 In a way, fighting is retro 09:04.000 --> 09:09.000 Yeah, so the Reactor came because I'm an electronic engineer 09:09.000 --> 09:11.000 I'm not like an IT guy 09:11.000 --> 09:15.000 So I used to work with solar panels 09:15.000 --> 09:19.000 So I wanted to bring this to my gaming career 09:19.000 --> 09:21.000 So that's the reason 09:21.000 --> 09:23.000 And we love Reactors, I game Reactors 09:23.000 --> 09:24.000 So that's very nice 09:24.000 --> 09:25.000 Thank you so much for your time 09:25.000 --> 09:26.000 Enjoy the show and good luck with the game 09:26.000 --> 09:28.000 Thank you and thanks for having me