BADGP Reviews: Divekick


Divekick (Iron Galaxy Studios)

Released: August 20, 2013

October 3, 2013

Alex Linna & Brock Morgan

Review: The Complete & Beautiful Distillation of a Genre


Divekick started as a joke; a joke about a genre convention that is overpowered and defines a school of thought around a particular game.  This joke was transformed into full game that is composed of only two buttons.  The player can “Dive” and “Kick.”  That is it.  There are a couple of character specific quirks that make the game a little more interesting, but this is a bare-bones example of what it is that embodies the appeal and competition of the fighting game genre. (Alex)

In a lot of ways, Divekick is the embodiment of everything I want in a fighting game. Gone are the combo systems and the insipid button memorizations, and, in their place, pure reflex, knowledge of the characters, and the speed of your own thought determine your success. But is it the fighting game I’ve been searching for, or was I wrong? (Brock)


Divekick looks and sound much like a typical online flash game.  This apparent cheapness adds much to the charm and feel of the entire experience.  The writing is immensely entertaining and makes the Divekick experience that much more enjoyable.  (Alex)

While Divekick’s flash-art visual style won’t really be impressing anyone anytime soon, the character models’ whimsical nature makes a very positive impression. Add to that the writing and some inside jokes meant for fighting game aficionados and competition enthusiasts and the resulting package is certainly suitable. (Brock)


There are two buttons that comprise the control scheme of Divekick the player may choose which buttons (I personally tend to stick to the Playstation’s square and  “X” buttons).  They will either “Dive” or “Kick.”  The first person to land a “Kick” wins the fight and the stock match is a best-of-nine affair.  This makes matches extremely short.  Only having two buttons eliminates the learning curve of most fighting games and puts all players generally on the same playing field.  This lowers the barrier to entry and makes Divekick among the most casual of party games and, at the same time, one of the most intense, pure forms of competition out there.  It really is something to behold.  It might be better in concept than execution, but it is still a good time and more than worth experiencing.  (Alex)

And there is this… :

Divekick really does distill some of the craziest aspects of the fighting game genre into something that anyone who has ever attempted to play a fighting game can appreciate: knowledge of opposing characters, perfect reflexes and execution, knowing exactly of what your character is capable, and the mind games that play out during and between matches. Individual fights and matches may be extremely short, but I can certainly say from experience that feels intense and authentic. As simple as a two-button game may sound, Divekick nails exactly what makes a good fighting game good. (Brock)



Divekick kind of feels, look, and sounds cheap, but its concepts are pure and excellent.  We cannot help but extol what it tries (and largely accomplishes) to do.  For these reasons: the accessibility, the ten dollar price tag, and the ideological brilliance, Divekick makes for a worthwhile experience that everyone should at least see once.

Alex: 8.3 out of 10

Brock: 8.0 out of 10

BADGP: 8.2 out of 10

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