Divekick is 's-werelds eerste vechtspel met twee knoppen. Bevat de updates met Fencer en Johnny Gat!
Gebruikersrecensies: Erg positief (1,371 recensies) - 86% van de 1,371 gebruikersrecensies voor deze game is positief.
Releasedatum: 20 aug 2013

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Recente updates Alles weergeven (4)

24 november 2015

Fencer Content Update and Price Reduction!

Fencer from Nidhogg has been added as a player character via a free content update for Divekick owners!

Divekick’s price has been reduced in half to USD $4.99!

7 opmerkingen Meer informatie

Recensies

“If you were afraid that the idea of a fighter that's controlled with just two buttons was a joke that would get old quickly, then you clearly haven't played much Divekick!.”
9 / 10 – Destructoid

“Simply put, Divekick is a fighting game that you can — and should! — play even if you're not usually good at fighting games.”
A- – Gaming Age

“It has captured everything we love about fighting games in a mere two buttons. Simply put, it’s genius. This is no joke.”
8 / 10 – Cheat Code Central

Steam Big Picture

Addition Edition Update

The following changes have been made in the Divekick Addition Edition Patch Update.

Non Gameplay -
[ + ] Traditional Menu mode added. Now you can control the menu screens with a d-pad like you have been for the last 20 years. Two Button Menu mode is still also available, and can be turned on in the options.
[ + ] Blind selection has been added to ranked play. Choose quickly and in confidence!
[ + ] Over 180 new Tips from Uncle Sensei have been added to the game.
[ + ] How to play screens have moved to the main menu, and are updated for Addition Edition! Show them to new players please!

Bug Fixes -
[ + ] The game now pauses when a controller is unplugged and replugged during gameplay
[ + ] The game no longer unpauses when a controller is connected when the pause screen is active. (
[ + ] Menu sound effect now only plays once when entering any mode from the main menu
[ + ] The game no longer prompts the player to set their kick and dive buttons since Two Button Navigation is no longer the default method of navigation
[ + ] The player is now able to go back to the main menu after entering either Story or Versus mode
[ + ] Various SFX and audio that had been missing have been restored.

System -
[ + ] Style gem bonus is now 15%, up from 10%. Dive gem bonus remains at 6%, and Kick gem at 12%. All of these still say 10% on the gem select screen because we like it that way.

DIVE - Dive has been trying to solve the Yang-Mills existence and mass gap problem in order to win the Millennium Prize to save Uncle Sensei's dojo. As a result, he has discovered a new use for Terminal Velocity, one of his signature moves.
[ + ] Dive can now cancel a kick at any time into Terminal Velocity (air special).
[ - ] Terminal Velocity (air special) cost increased by 33%.
[ - ] Kickfactor speed buff is now 20% lower.

KICK - Kick is sick and tired of starting a party, assuming it is good to go, and attending blindly. Instead, he would like to start the party, confirm that it has started and started well, and then decide on his attendance. Kick really doesn't think about anything important.
[ + ] Party Starter now bounces the opponent at a 33% higher velocity.
[ - ] Meter gain reduced by ~9%.
[ - ] Kickfactor speed buff is now 20% lower.

REDACTED - Redacted has been dating a male skunkbear named Bruce. The male of the species is a bit more timid, so Redacted learned how to better use Cornered Beast.
[ ? ] Fixed a camera bug that occured when the round ended during a wall cling.
[ + ] Feral Stance (ground special) builds meter about 200% faster.
[ + ] Cornered Beast (air special) now sends Redacted toward the wall no matter where it is used from. If she makes it to the wall, it leaves her in a wall cling state that drains meter. Tapping Dive from the cling lets her wall jump, tapping Kick lets go.
[ - ] Cornered Beast (air special) costs ~70% more meter.
[ - ] Kickfactor speed buff is now 20% lower.

KUNG PAO - Kung is learning new ways to kick portals open, but still cannot find her way home.
[ + ] Kung can now cancel a kick at any time into Dimension Break (air special).
[ + ] Meter gain rate is increased ~20%.
[ - ] Kickfactor speed buff is now 25% lower.

MR. N - Mr. N has gained 30lbs... of pure muscle!
[ + ] GTFO (ground special) moves ~30% faster.
[ + ] The startup frames on GTFO (ground special) are now invincible other than his head.
[ + ] Mr. N can now cancel a kick at any time into Marneto (air special).
[ + ] Secret Double Jump has 25% more velocity.
[ - ] Kickfactor speed buff is now 16% lower.

DR SHOALS - The medical precision she shows in the operating room now also shows in her deadly new kickfactor technique.
[ + ] Shoals can now manually cancel Death From Above (air special) even if she doesn't have enough meter to begin this move.
[ + ] In Kickfactor, her speed bonus was removed. Instead, the startup time on both of her kicks is greatly decreased. Additionally, she gets the full 8 second Kickfactor duration now.
[ - ] Fixed the "dropkick bug", which caused her to fall normally from an un-ended Kicking 1st in the wrong pose, maintaining her attack.
[ - ] Disallowed her from canceling landing recovery into Brilliant Escape (ground special) which allowed her to go backwards.
[ - ] Increased the cost per frame on maintaining Brilliant Escape (ground special) about 200%.
[ - ] Increased the startup time on both of her kicks by 1 frame each.

UNCLE SENSEI - Sensei is now higher than ever before.
[ + ] Super Jump (ground special) velocity increased by 8%.
[ + ] Using Stance Dance (air special) to cancel one kick into another now adds velocity to each sucessive kick. All velocities return to normal when he touches the ground.
[ - ] Kickfactor speed buff is now 12% lower.

JEFAILEY - Jefailey has been working out! You can call him Buff Failwell from now on.
[ + ] YOLO Gem no longer makes his head grow at the start of the fight.
[ + ] Timer Scam (ground special) pauses his own kickfactor meter, but his opponent's will continue to drain.
[ + ] Jefailey can now cancel a kick at any time into Disqualified (air special).
[ + ] Jump velocity increased 5%.
[ + ] Jefailey's gravity rating now decreases 25% more than before per head size increase.
[ + ] Builds meter about 25% faster.

THE BAZ - The Baz tier list used to say: "1.) Kenny, 2.) Bubblan87, 3.) The Baz." Finally, The Baz is the best Baz.
[ + ] The Baz has essentially been removed from the game and replaced by New Baz. Think of him as a brand new character. Below, you'll read about how The Baz transformed into New Baz.
[ = ] Mighty Swing and Bazkousen have been swapped. Mighty Swing is now his normal kick button action and builds meter. Bazkousen is now his air special and costs meter.
[ = ] The Baz can only use two Mighty Swings per jump.
[ = ] Bazkousen (air special) now starts at a 40 degree angle, rotates 15% faster, and maxes out at a 105 degree angle.
[ = ] Baz's Kickfactor is no longer invincible.
[ = ] Kickfactor lasts full 8-second duration and has speed bonus of 30%.
[ = ] The Baz jumps higher. He also jumps farther and higher when using kickback (jump away).

MARKMAN - Markman is spending a lot of time improving the Kickbox, but not a lot working out. As a result, precision mode is far more deadly, but Markman himself is a bit less so.
[ + ] Upkick (precision mode special) has ~33% more velocity than before.
[ + ] Upkicks cost 20-40% more precision meter, but the auto drain on precision much slower.
[ + ] If you don't use any Upkicks, precision mode now lasts about 40 seconds.
[ + ] Search (ground special) recovers 6 frames faster.
[ - ] Upkick attack boxes no longer go past Markman's knee.
[ - ] Decreased kickback distance by about ~8%
[ - ] The angle that Markman travels after using Feint (air special) has changed. He falls down much more sharply now.
[ - ] Increased his Kick startup time by ~17%.
[ - ] Kickfactor speed buff is now ~38% lower.
[ - ] Kick speed is 9% slower.
[ - ] EWGF is ~16% slower.

STREAM - Monstering alone isn't nearly as fun as doing so with other monsters. Stream has invited his friends to play in his all new Kickfactor mode.
[ + ] Stream's Glitch Pop SFX no longer plays when there is a round time out.
[ + ] Can now launch a second Flame Bait (air special) even if another is already active on screen. Doing so will cancel the existing Flame Bait. You can still only use one Flame Bait per jump.
[ + ] Some instances of buffering bugs that caused unwanted special moves have been fixed.
[ + ] Stream can now turn invisibility off manually by using Spooby PLS (ground special) again.
[ + ] In Kickfactor, Stream no longer gets any speed buff. Instead, taking any basic action (Jump, back jump, double jump, air back jump, or kicking) will summon a Mini Monster Missile. This can be done every 90 frames (1.5 seconds) during Kickfactor. His Kickfactor duration is now 10 seconds.

S-KILL - Adelheid was right.
[ + ] A few instances in which S-Kill could get stuck in various situations have been fixed.
[ = ] Replaced his teleport jumps with normal jumps.
[ = ] In Kickfactor, his speed buff has been removed. Instead, he gets his teleport jumps back for the duration. His Kickfactor mode now lasts 40 seconds. We call this Boss Mode.
[ - ] Moved Parry (ground special) hitbox up about 50%. It now ends at the level of his elbow in this pose.
[ - ] Increased the recovery time by 400% on his Parry (ground special), including a new frame of animation to show he is vulnerable.
[ - ] When using a Kickback (back jump) or air Kickback in Kickfactor, the teleport VFX is rotated 90 degrees.

KENNY - Kenny's abilities now more accurately represent a heavenly warrior's true skill level.
[ + ] Kenny can now attack after Spirit Bullet Homing (air special) in all stances.
[ + ] Kenny can now cancel a kick at any time into a Spirit Bullet Homing (air special).
[ + ] Kenny's Air Spirit Bullet SFX now stops playing after the opponent is hit by the bullet.
[ + ] S-Kill stance now behaves like the new S-Kill, including special Kickfactor.
[ + ] Kenny can now mimic Stream's new Kickfactor mode.
[ + ] Kenny can now mimic Dr. Shoals' new Kickfactor mode.
[ + ] Kenny can now fire or place multiple Spirit Bullets (air and ground specials) on screen at the same time.
[ = ] Other balance adjustments to characters base stats have carried over to Kenny.
[ = ] The Baz stance has been removed. Kenny has no rope.
[ - ] The base cost of Spirit Bullet Homing has increased by 50%.

Divekick Fencer Update

Includes an extra playable character: Fencer from Nidhogg!

Over dit spel

Divekick is 's-werelds eerste vechtspel met twee knoppen. Het reduceert het vechtspellengenre tot slechts twee knoppen en géén joystick. Divekick's gameplay demonstreert hoeveel diepte een enkele move heeft, en introduceert (of hoont) vaardigheden die van fundamenteel belang zijn voor het genre: mind-games, afstand, timing, en snelle reacties.

Wij van Iron Galaxy houden van vechtspellen. Wat vechtspellen leuk maakt voor de gemiddelde fan is vaak verstopt achter eindeloze knoppencombinaties die je uit je hoofd moet leren. Daarom heeft Divekick slechts twee knoppen: "Dive" (duik in de lucht) zorgt ervoor dat je karakter recht omhoog springt. Met "Kick" schopt je karakter weer naar beneden. Als je de "Kick" knop indrukt terwijl je op de grond staat, spring je weg van je tegenstander. Je vecht met deze moves, en wie het eerst de ander raakt wint de ronde. Doe dit vijf keer en je hebt de wedstrijd gewonnen. Het is puur adrenaline, bewustzijn, en slimmer zijn dan je tegenstander. Het is een vechtspel ontleed in zijn puurste vorm.

Belangrijkste features

  • 14+ compleet unieke en originele karakters, elk met zijn of haar eigen vechtstijl en speciale technieken. Dat zijn 91 unieke wedstrijdcombinaties die je kunt leren!
  • Inclusief twee extra speelbare karakters: Fencer uit Nidhogg en Johnny Gat uit Saints Row!
  • Een verhaal voor elk karakter, met intro, einde en rivaal-gevechten. Je zal tot tranen geroerd raken!
  • Speel online in geklassificeerde en ongeklassificeerde wedstrijden met GGPO-technologie, de meest vertrouwde netwerkcode voor vechtspellen. Divekick heeft een globaal klassement en individuele klassementen per karakter.
  • Speel met twee spelers op één computer, met snelle en makkelijke knoppenconfiguratiemenu's zodat je eenvoudig met een grote groep verschillende mensen kunt spelen.
  • Complete Steamworks-integratie, met onder andere Big Picture Mode.

In de pers

  • Hoe een vechtspel met twee knoppen populair werd op PAX East. Penny Arcade
  • Met Divekick leef je de droom van Diving en Kicking. Ja, het bestaat echt. Kill Screen Daily
  • Divekick: het beste (en enige) vechtspel met twee knoppen. Shack News
  • Divekick is het slimste, meest absurde vechtspel met twee knoppen dat ik ooit heb gespeeld. Kotaku
  • Divekick en Sportsfriends maken vijanden van vrienden. Venture Beat

Systeemeisen

    Minimum:
    • Besturingssysteem: Vista or later
    • Processor: Intel or AMD Dual Core Processor
    • Geheugen: 2 GB RAM
    • Grafische kaart: DirectX 10 / DirectX 11 compliant video card
    • DirectX: Versie 10
    • Netwerk: Breedband internetverbinding
    • Opslagruimte: 2 GB beschikbare ruimte
    • Geluidskaart: DirectX 10 compliant
    • Aanvullende opmerkingen: OS needs to be updated to have the DirectX 11 Runtime libraries
Nuttige klantrecensies
56 van de 70 mensen (80%) vonden deze recensie nuttig
37 mensen vonden deze recensie grappig
1.9 uur in totaal
Geplaatst: 6 november 2015
Dive.

Or kick.

Either way you're going to choke, you colossal fraud.
Was deze recensie nuttig? Ja Nee Grappig
24 van de 25 mensen (96%) vonden deze recensie nuttig
5 mensen vonden deze recensie grappig
5.0 uur in totaal
Geplaatst: 12 december 2015
I have only ever observed the competitive fighting genre community from orbit. Things like Evo Moment 37 and MAHVEL BAYBEE have been ingrained into Internet culture through osmosis, and while I've never been super into, let alone GOOD at them, I have always admired the passion that the players put into their game(s) of choice.

Divekick is a perfect embodiment of all that energy fans put behind the fighting game scene. The brilliant Kickstartervideos, the silly convention floor demos, the giant two button fight sticks made specifically for the game, and even the game itself all carry that thrill of the fight. Many of the characters and a good portion of the dialog for the various storylines all reference fighting game culture. There are characters based on trolls, players, developers, and even canceled characters from other major fighting game franchises. The game even buys into the whole "guest character" feature ala Soul Calibur and Smash (and probably like 10 other franchises, but remember, I'm not big on fighting games!). Johnny Gat of Saints Row fits right in with the absurdity of Divekick universe, and the new character trailer for Nidhogg's "The Fencer" is a Smash Bros character intro in everything but name.

Speaking of the Divekick universe, Iron Galaxy has built such a silly, lulzy lore to tie this whole concept together. Fighting in this world revolves around combinations of kicking and diving (like, literally their legs are so powerful they can push themselves off the planet and up into the air). Mechanically, there are only two buttons, the gameplay is super simplified but still carries with it quite the meta. Characters are diversified through different angles of attack for diving and kicking, and select characters have additional moves like changing angle in flight, usually at the cost of a movement penalty or something to that effect. The game also employs gems you can set before playing to boost your diving/kicking/meter and some other gameplay modifiers.

The two button mechanic is so basic, but the stakes are just as high as any round of Tekken I've ever played. If you share a love for fighting games, or just want some really silly writing with really silly characters (there's a guy who wears boots on his hands so he can "kick" with his hists), you'd be kicking yourself for not taking a dive into your wallet to buy this game.

Puns.
Was deze recensie nuttig? Ja Nee Grappig
18 van de 18 mensen (100%) vonden deze recensie nuttig
1 persoon vond deze recensie grappig
13.1 uur in totaal
Geplaatst: 22 januari
It’s all about that one moment. Everyone who’s ever played or watched a fighting game knows it. It’s the final round, both players have a slither of health left and the next move is pivotal; the difference between success and failure, win or lose. Whether it’s playing against a friend, competing in an online ranked match or watching one of the many tournament streams of the fighting game community, everyone knows that one moment. It’s the veritable height of tension, excitement, elation and anguish. Divekick is that one moment distilled into an entire game. Each round of every single fight captures the thrill of those final few seconds in a tightly-contested bout; the moment that entices newcomers to the genre and sends diehard fans into mass hysteria. And it’s all accomplished with only two buttons.

What started out as a simple concept featuring two near-mechanically identical characters and a staple move of 2D fighting games, has now evolved to feature a roster of thirteen that surprises with its hidden depth. It’s odd to say that a game with only two buttons has any intricacy, but therein lies Divekick’s beauty. With one button to jump and one to kick it’s easily accessible for newcomers to the genre. Rounds are a quick twenty seconds and each fight’s nine possible rounds will end after one single hit. It’s the fighting game condensed to its purest form, sans any barrier to entry and welcoming to those dumbfounded and put off by the commitment required to learn the inner workings of the genres best. It’s a test of reads and reactions, of tactically positioning yourself based on your character’s idiosyncrasies and those of your opponent.

You simply jump and divekick, launching through the air to knock your opponent down in their stride.The characters of Dive and Kick showcase this concept at its base level, adopting the roles of Ken and Ryu (even if they are parodies of Yun and Yang) in Divekick’s outlandish universe with the most easy-to-grasp attacks. Positioning is determined by how high you jump and the angle of your kick. Press the kick button when your feet are on the ground and you hop backwards; kick enough and your super meter fills, how you use it depends on your fighter selection. These are simple systems and mechanics that welcome the uninitiated, removing the need to mesmerise button combos. Anyone can pick up Divekick and immediately start having fun, and it’s certainly at its best when played with friends, either locally or online.

However, there is an ever present complexity underpinning this apparent simplicity. Venture away from Dive and Kick and you’ll encounter characters with variations on the simple divekick. The Baz, for example, doesn’t defeat his opponents with his kick but with a trail of lightning that follows it. He can also pause mid-air and alter the angle of his kick, making him very effective if you can adjust to the peculiar way he deals damage. Other characters, like Jefailey, change from round to round. With each win his head begins to grow as his ego inflates, allowing you to jump higher while subsequently increasing the likelihood of suffering a critical headshot that leaves you concussed in the next round, drastically reducing the height of your jumps and the speed of your kicks. Dr Shoals, on the other hand, can perform a trajectory altering kick during her initial attack.

Each of Divekick’s thirteen characters adopt their own unique move lists, terrifically setting them apart from one another. That philosophy continues as you begin to experiment with each fighter’s singular special moves. As you build up the super meter via kicking you can either exert it by using Kick Factor (a parody of Marvel vs Capcom 3’s X-Factor that speeds up your character for a limited time) or by using your special moves. Each character has a ground move and an air move that can be activated by pressing both buttons at once provided you have enough meter. These range from the ability to temporarily float in the air to avoid dangerous situations or to set-up divekicks of your own, to a shoryuken-style Upkick and a handy duck. Though each character shares the same two buttons it quickly becomes apparent how diverse they each are, drawing an improbable amount of depth out of its simple control scheme.

Of course, this welcome complexity does contradict the notion that Divekick is incredibly easy to pick-up-and-play for newcomers to the fighting genre. There’s certainly an amount of explanation required whenever someone new picks a different character and wants to learn their many quirks, but Divekick handily subsides this somewhat with a story mode for each fighter. The AI is a tad on the easy side but these fights offer up a way to learn each character’s move list whilst unearthing their back stories via a handful of short motion comics.

Once you begin to play competitively against other people Divekick’s appeal is at its most discernible. Whether you’re playing locally with friends for a laugh or displaying your high-level skills in a ranked match, Divekick’s mechanics and use of basic fighting game concepts translate well to any environment. Some may write it off because of its simplistic control scheme and visual style but they would be missing the point. It may have slightly deviated from its original design to welcome the uninitiated to the genre – the many, many knowing references reveal a game that’s meant for the fighting game community more than anyone else – but the added depth proves welcome, even if it requires a little more understanding. Divekick is still all about that one moment, there’s just a little more nuance along the way.
Was deze recensie nuttig? Ja Nee Grappig
27 van de 34 mensen (79%) vonden deze recensie nuttig
2 mensen vonden deze recensie grappig
2.3 uur in totaal
Geplaatst: 11 november 2015
The entire game is controlled with 2 buttons, you can choose these buttons, they can even be ona controller.

The game is simple yet challenging. Great fun with friends.
Was deze recensie nuttig? Ja Nee Grappig
16 van de 22 mensen (73%) vonden deze recensie nuttig
1 persoon vond deze recensie grappig
2.3 uur in totaal
Geplaatst: 28 augustus 2015
Simple to play, tough to master. Great game!
Was deze recensie nuttig? Ja Nee Grappig