Divekick é o primeiro jogo de luta de dois botões. Inclui a atualização Divekick: Addition Edition, com uma nova personagem, um novo nível e várias alterações de equilíbrio feitas a personagens existentes.
Análises de utilizadores: Muito positivas (1,155 análises)
Data de lançamento: 20 Ago, 2013

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Recomendações de Curadores

"A great deconstruction of fighting games down to their barest essential. Surprisingly competitive, much kicking and copious amounts of diving."
Vê a análise completa aqui.

Análises

“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%.

Acerca deste jogo

Divekick é o primeiro jogo de luta de dois botões. Ele refina a essência desse gênero de jogo em somente dois botões, sem movimentos direcionais. A jogabilidade focada de Divekick demonstra quanta profundidade um simples movimento tem, e apresenta (e reforça) habilidades fundamentais para o gênero: jogos mentais, noção de espaço, noção de tempo e reações rápidas.

Na Iron Galaxy nós amamos jogos de luta. Para o fã comum, o que faz os jogos de luta serem divertidos está escondido por trás de uma série de combinações que eles tem que memorizar. Por isso que o Divekick só tem dois botões: Pular faz seu personagem dar um salto. Chutar faz seu personagem dar uma voadeira para baixo. Se você apertar Chutar enquanto estiver no chão, você pode saltar para longe de seu oponente. Utilizando esses movimentos, o primeiro impacto ganha o round e o jogador que ganhar 5 rounds primeiro ganha o jogo. É pura adrenalina, consciência e tentar ser mais inteligente que seu inimigo.

Características principais

  • 14+ personagens completamente únicos, cada um com seu estilo de luta e técnicas especiais.
  • Inclui a atualização Divekick: Addition Edition, com uma nova personagem, um novo nível e várias alterações de equilíbrio feitas a personagens existentes
  • Uma história para cada personagem no jogo, incluindo uma introdução, um final e batalhas com rivais. Você vai ser levado às lagrimas!
  • Jogos online com GGPO, o netcode mais confiável de jogos de luta, com classificação ou sem classificação. Inclui também uma lista de classificação para cada personagem e uma lista geral.
  • Jogos locais para dois jogadores, com configuração de botões fácil e rápida para agradar todos os tipos de personalidades.
  • Integração total com Steamworks, incluindo o Big Picture Mode.

Cobertura da Imprensa

  • Como que um jogo de luta de dois botões se tornou o jogo do momento na PAX East - Penny Arcade
  • Divekick é viver o sonho de pular e chutar. Sim, é real - Kill Screen Daily
  • Divekick: o melhor (e único) jogo de luta de dois botões - Shack News
  • Divekick é o Jogo de Luta de Dois Botões Mais Inteligente e Mais Absurdo Que Eu Já Joguei -Kotaku
  • Divekick e Sportsfriends tornam amigos e estranhos em rivais - Venture Beat

Requisitos do Sistema

    Minimum:
    • OS: Vista or later
    • Processor: Intel or AMD Dual Core Processor
    • Memory: 2 GB RAM
    • Graphics: DirectX 10 / DirectX 11 compliant video card
    • DirectX: Version 10
    • Network: Broadband Internet connection
    • Hard Drive: 2 GB available space
    • Sound Card: DirectX 10 compliant
    • Additional Notes: OS needs to be updated to have the DirectX 11 Runtime libraries
Análises úteis de clientes
34 de 46 pessoas (74%) acharam esta análise útil
1 pessoa achou esta análise engraçada
2.3 hrs em registo
Publicada: 8 de Novembro de 2014
It doesn't seem like it would be particularly fun from the footage, but I was suprised. It's really good fun, especially for playing with a friend and hasn't gotten boring yet for me.
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7 de 8 pessoas (88%) acharam esta análise útil
3.2 hrs em registo
Publicada: 27 Fevereiro
The fighting game community needs to give this game a chance.
It may seem like a stupid, mindless button masher. But it's not.
This game is fun both casually and competitively. There aren't many moves for each character, but the developers managed to make each of the characters unique in their own ways.
It's also very balanced, though I wouldn't say it's at Skullgirls' level of "balanced".
Story mode isn't all that deep, the main attraction comes with playing with other people, which is why I'm even writing this review. We need more people to play the game.

Thanks in advance for people who decide to buy this game.
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17 de 27 pessoas (63%) acharam esta análise útil
3.9 hrs em registo
Publicada: 21 de Novembro de 2014
Divekick is an interesting fighting game. Looks ugly, but besides that, it's fun, light but not that easy to master.
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9 de 12 pessoas (75%) acharam esta análise útil
1 pessoa achou esta análise engraçada
1.3 hrs em registo
Publicada: 23 de Dezembro de 2014
This game is a lot of fun, A genius simplistic engine that doesn't take away from the pace. The characters are pretty great and you will see a lot of homages to the FGC here. Very easy to pick up and tough to master.
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3 de 4 pessoas (75%) acharam esta análise útil
2.9 hrs em registo
Publicada: 29 Abril
Got boring pretty fast.
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4 de 7 pessoas (57%) acharam esta análise útil
2 pessoas acharam esta análise engraçada
12.0 hrs em registo
Publicada: 13 Janeiro
The most realistic depiction of 21st century street violence in video games to date. 5 stars and may god have mercy on our souls.
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6 de 12 pessoas (50%) acharam esta análise útil
1.6 hrs em registo
Publicada: 10 de Novembro de 2014
The entire fighting game genre diluted down to it's purest and then rehydrated with crazy. Fantastic.
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5 de 10 pessoas (50%) acharam esta análise útil
20.3 hrs em registo
Publicada: 19 de Dezembro de 2014
The most simple fighting game ever, even your little brother could play it. No need to use D-Pad for motions and stuff, just DIVE onto the sky and KICK that thing! 10/10
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3 de 6 pessoas (50%) acharam esta análise útil
13.9 hrs em registo
Publicada: 22 Março
Two buttons, inside jokes from the professional fighting game scene and one of the best party games you can get. GET REKT.
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1 de 5 pessoas (20%) acharam esta análise útil
2.4 hrs em registo
Publicada: 27 de Novembro de 2013
Em suma:
Um pseudo-jogo de luta que utiliza apenas dois botões. Conceito interessante que termina num jogo sem qualquer profundidade, mas que alguns vão achar estar a dominar como se isto estivesse ao nivel de um verdadeiro fighter.

Prós:
+ Combates rápidos funcionam melhor do que o esperado
+ Parvoice da historia e japanese wanabe announcer

Contras:
- Ser obrigado a andar pelas opções com os dois botões não tornam o menu caracteristico, apenas estupido
- Farta depressa
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175 de 236 pessoas (74%) acharam esta análise útil
27.3 hrs em registo
Publicada: 25 de Novembro de 2013
This does more to teach people about the fundamentals of fighting games than really any fighting game I have ever seen. If you can ignore the fact the artstyle looks pretty DeviantArtish there is actually a really fun game inside.

With two buttons however, comes the realization that people who ARE good at fighting games, have much less to think about. Divekick is both the easiest and hardest fighting game to learn and excel at respectively, for this very reason.
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193 de 265 pessoas (73%) acharam esta análise útil
2 pessoas acharam esta análise engraçada
3.1 hrs em registo
Publicada: 15 de Outubro de 2014
I was really disapointed in the punching system
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113 de 152 pessoas (74%) acharam esta análise útil
1 pessoa achou esta análise engraçada
20.7 hrs em registo
Publicada: 26 de Agosto de 2013
Divekick is a fighting game you won't need to spend hours in a training mode practicing combos that'll never land anyway in order to get better. You may not immediately click with its unique parody of fighting games and general poking fun at the fighting game community, but at the very least, you'll probably be pretty good at Divekick by the end of your first match due to its elegance in simplicity.

1 Dive Button.
1 Kick button.
1 hit and you're dead.
5 rounds won and you're godlike.
1 hell of a good time.

That's all you really need to know to get started playing Divekick. Jumping and kicking moves you forward and pressing the kick button while on the ground hops you backward, which can you can also attack during. You couldn't ask for something more approachable.

Divekick's depth comes from managing the space between you and your opponent and trying to outwit one another to land that crucial winning blow. All thirteen characters have unique kick angles and characteristics that are suited for beginners (Dive and Kick) all the way up to characters that require a lot of skill and patience (S-Kill and Stream). All special moves in the game are activated by pressing both buttons at once on the ground or in the air. It's just up to you to figure out how to best utilize them.

Multiplayer is what makes Divekick truly shine. While the AI can be good for getting to know your character a bit, the game's honestly a much better affair when paired with other players either online or locally. The implementation of GGPO keeps matches online mostly silky smooth, though the lack of a proper 4-8 player lobbies is a bit of a bummer.

Even if Divekick is targeted at folks who love their fighting games, its simplistic approach, low skill barrier for entry, and lighthearted nature make it easily recommendable and enjoyable for anyone simply looking to have a good time.
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87 de 112 pessoas (78%) acharam esta análise útil
229.3 hrs em registo
Publicada: 25 de Novembro de 2013
Divekick is a recent addition to the fighting game genre developed by Iron Galaxy Studios and released in late August. Everyone loves fighting games, right?

No. Not everyone. But why?

The fact of the matter is that for most fighting games the barrier to entry is complexity. Players must learn about each of the characters, how to perform special techniques, and master precision combinations on a six-button layout just to be able to compete.

Divekick throws all the rules out the door and introduces simple yet absurd gameplay. The madness begins with a simple premise: there are no movement controls, and there are only two buttons: Dive and Kick. Pressing Dive makes the player dive into the air, and pressing Kick while in the air causes the player to kick downward towards the opponent. Pressing the Kick button while on the ground causes the player to jump backward away from the opponent. These are the only ways to move around the arena. All divekicks are one hit kills. The first to five kills wins.

Not exactly what you would expect, huh?

What if I told you that it’s one of the most engrossing fighting games released in the past five years?

In a time when fighting games regularly introduce complexity, it’s refreshing to see a game that breaks fighting games down to the bare essentials; strategy. None of the 13 characters, each of whom dive and kick differently, are severely overpowered. There are no long combos to memorize, no comeback super techniques. With no complexity, all that’s left is mind games; the ability to fake out your opponent, the rush of emotion when a plan is executed and comes together flawlessly.

While Divekick is generally understood to be a parody of the fighting game genre, it also unearths concepts that have been buried under layers of complexity for too long and brings the genre back around full circle. Divekick cannot be recommended enough for any fighting game enthusiast willing to try something nice and silly..
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48 de 54 pessoas (89%) acharam esta análise útil
591.2 hrs em registo
Publicada: 20 de Janeiro de 2014
Dicekick is one of the most straightforward fighting games ever made: you can dive, kick, and use your specials, that's it, how's that not straightforward? Oh yeah, I forgot to mention you don't even have to use arrow keys — Divekick is literally two buttons.

Does this sound too easy? It is, at first, but when you dive deeper into the game, you realize Divekick has it all: match-ups, hidden techs, supermoves, and even invulnerability! The game's an epitome of "easy to learn, hard to master" gaming law.

If you feel tired of playing fightings that require weeks of learning combos, MOBAs that want you to understand every single ability and kit in the game, or MMOs where you have to level up for months, you should try Divekick! But don't get hooked. Or get, the community's awesome!
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36 de 47 pessoas (77%) acharam esta análise útil
1 pessoa achou esta análise engraçada
5.1 hrs em registo
Publicada: 19 de Outubro de 2014
A two button fighting game sounds like a joke, and I guess it kind of is, but it's a hilarious joke that's a blast to play and I keep coming back to it again and again.
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74 de 113 pessoas (65%) acharam esta análise útil
1 pessoa achou esta análise engraçada
2.7 hrs em registo
Publicada: 25 de Setembro de 2014
I mean, I just didn't like it. \_(._. )_/

Is it bad? Absolutly not. It's super tight, super simple, and super thought-out; but I honestly cannot play this for more than 5 minutes at a time without feeling bored of either completly stomping or completly getting rekt. Contrast that with other fighting games that I have under my belt such as Soul Calibur, Street Fighter, and Mortal Kombat, (which is afwul to compare to, because Divekick is NOTHING like them) it just does not hold my attention.

I'm going to give it a soft pass, but you should buy it anyways to try it yourself.
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15 de 17 pessoas (88%) acharam esta análise útil
6.9 hrs em registo
Publicada: 28 de Dezembro de 2013
Divekick is the fighting game equivalent of molecular gastronomy. Strip away all the superfluous extras of the genre and boil down the result until you have the very core of fighting game mechanics - positioning and first-hits - and you get Divekick. A game this basic has no right to be so amazing, yet it is. It even comes dripping with parody and satire over other fighting games and the culture surrounding them.

In short, get Divekick.
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59 de 99 pessoas (60%) acharam esta análise útil
7.8 hrs em registo
Publicada: 30 de Agosto de 2013
I totally and completly recommend this game to anyone. Its easy to rag on the game because it has two buttons or because the characters are niche, catered towards the fighting game community, but it is so good. I am not a huge member of the FGC, but I still appreciate the tight gameplay, fun and intensity this game offers.

If you have money to spare, enjoy fighting games, or just want to support something unique and creative, pick this up. You could be more impressed than you'd expect.
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23 de 34 pessoas (68%) acharam esta análise útil
2.4 hrs em registo
Publicada: 26 de Novembro de 2013
Dive! Kick! It's all in the mind!
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