$4.99Divekick Two Buttons, All Nerves
Jump, kick, land one hit and take the round in a fighter stripped down to its sharpest parts.
Is Divekick worth it?
Divekick is worth it if…
- you want a fighting game you can teach a friend in one round
- you enjoy outguessing a rival more than memorizing combos
- you like short, loud matches that turn into best-of-fifty grudge matches
- you want a party game with actual competitive depth under the joke
Screenshots
A fighter built for the couch
This is a game made for two people in the same room. Local versus mode takes seconds to set up, and button reconfiguration is quick, so a room full of different hands and preferences is no problem. Nobody needs to learn a move list before the first match: both players know the whole game from round one, which means the contest is decided by nerve and reading, not homework. Rounds end in seconds, so a session becomes a rapid chain of rematches, taunts and grudge settling. It is the kind of game where the loser demands one more and means it.
Two buttons, one move
Dive sends your character straight up into the air. Kick launches you foot first at a downward angle, and pressing Kick on the ground jumps you away from your opponent. That is the entire control scheme, with no directional movement at all. It sounds like a joke, and in a way it started as one, but the result is a fighting game where nothing hides behind input memorization. Everything you can do, your opponent can do too, so every round comes down to where you jump, when you commit and whether you can guess what the other person is about to do.
The first hit takes it
One clean hit wins the round, and five rounds wins the match. That single rule changes everything: there is no health bar to chip away, no comeback to mount. You hover out of range, feint a jump, wait for the other player to commit to a dive and punish the landing. The whole game lives in that tension, a duel of spacing and quick reactions where one misstep ends everything. Matches stay short, but the decisions inside them come fast and carry real weight, which is exactly the adrenaline fighting games are built on.
A roster with its own logic
There are more than fourteen characters, and each one bends the same two moves into a different fight. Jump heights vary, kick angles vary, and some fighters carry their own tricks that warp how a match plays out. One glides a long way before kicking, another drops like a stone. On top of that, every character has a story with an intro, an ending and rival battles, told with the straight face of a genuine parody. Two guest fighters join the roster: Fencer from Nidhogg and Johnny Gat from Saints Row.
Can you play it solo?
Can you play it solo?
Yes. It is a lighter side of the game than facing a human: the real heart of Divekick is outsmarting another person, and the solo content is best treated as a warm-up and a way to meet the roster before you drag a friend onto the couch.
Is there online multiplayer?
There is, with both ranked and casual matches running on GGPO netcode, long trusted in fighting games, plus ranking boards per character and overall. One honest caveat: the online population is small these days, so count on local versus as the reliable way to play, and treat online as a bonus when someone is around.
Do you need fighting game experience?
None at all. There are no combos, no quarter-circles and no d-pad movement, so the whole game fits in one explanation. New players can be competitive within minutes, while experienced fighting game fans still find real depth in spacing, timing and reads. It works as a first fighter and as a pure distillation for veterans.
How long does a match last?
Very little time, which is the point. Rounds often end seconds after they start, because a single hit decides them, and the first player to win five rounds takes the match. That makes it easy to fit in a game or twenty, and hard to stop at one.


























