I get that Divekick is meant to be more parody than in-depth game, but I also didn't find myself laughing.
With that said, the premise is an interesting exercise in minimalism. Just how far down can you reduce the fighting game, in terms of both buttons and complexity, while maintaining a game that is indeed a fighting game? Divekick makes a compelling case that two buttons are enough to create a game in the genre, and yet also manages to demonstrate just why the modern fighting game needs that complexity.
With that said, the premise is an interesting exercise in minimalism. Just how far down can you reduce the fighting game, in terms of both buttons and complexity, while maintaining a game that is indeed a fighting game? Divekick makes a compelling case that two buttons are enough to create a game in the genre, and yet also manages to demonstrate just why the modern fighting game needs that complexity.
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