
When it comes to designing games, a single good idea goes a long way. Just look at PopCap Games' Peggle. If has only a single button and is effectively just pachinko with a cartoon aesthetic and occasional power-ups. Despite this, it's one of the most addictive games in the history of the medium. Iron Galaxy's Divekick is likewise superficially a very simple title with huge aspirations, though unfortunately for those who bought into the game's pre-release hype, Divekick is less "quality game" and more "baffling proof of concept."
If you were to spend a few hours watching professional-level competitive fighting game players duke it out, you'd quickly notice that beyond all the spectacle of flashy super attacks and finger-melting combos, there's a metagame being played that is often more important than who can throw the bigger fireball. The key to success for really talented players lies in being able to read your opponent's intentions before he or she launches an assault, and then being able to set traps they might be likely to fall into.
At particularly high levels of play, fighting games evolve into battles of the mind. Yes, it's impressive to land a 100-hit super combo, but even more impressive is a player who can trick his or her foe into using the wrong attack, or frustrate their opponent until they begin to play foolishly. This is the real draw of the competitive fighting game scene but, unfortunately, with most games there's a pretty sizable learning curve to climb before one can attempt to screw with other people's heads.
That's where Divekick comes in.
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