Backgrounds are going to be static for PAX, but they are on our list! Please be patient and realize this is a work in progress.
Good to know theyâre on the list. Only other thing that struck me is the lack of hit animations when someone gets kicked.
There are, in fact, hit animations. They play after the screen freeze from the hit. We found in very early testing for the original prototype that without the screen freezing exactly as it is on hit, players called foul on the hit detection a lot. Now, they donât so much.
Saw a complaint in the 8WayRun Divekick thread about how the game is unnecessarily complex - since you can only dive from the ground and kick in the air, theyâre asking why the game needs two buttons.
Thats an old one, d3v!
I am just asking, but if this game gets greenlit on Steam, is it possible to do a preorder with some TF2 items? I want MR.N as an item like the Pocket Medic. And also the hoodie of Dive and the hat of Kick.
That would be awesome. No idea how it works.
Divekick is now mainstream. The World isnât ready.
i just got in from pax east (had a sunday pass) and i got a chance to play the one true game that is divekick
while i did not win the match i played, i was not terrible and won a few rounds and iâm happy enough with that
i canât wait for more DIVEKICK in the future
More Divekick praise: http://www.penny-arcade.com/report/article/ben-and-sophie-play-divekick-how-a-two-button-fighter-became-the-toast-of-p
Question Keits
Why did you add ground/air techniques?
Will there be a mode to play divekick without the extra features in techniques?
Congrats Keits for stealing the show!
The Giant Bomb stream was awesome. Need a gif of Lang dropping the drumsticks.
This game is shaping up to be better and better each time I see it. Congrats on that amazing PAX showing!
Hereâs to hoping for an Azrael-esque character sometime in the future.
The core reason is that I wanted to increase character variety and make sure the old (prototype) characters were as interesting as the new cast. We found that even after three major showings of the prototype people thought Dive and Kick were the same character, so this allowed us to address those kind of first glance misconceptions.
And yes, you can turn them off if you wish. Or you can can simply play without them and get to your kickfactor faster.
thanks for the answer
canât wait for it to be released
Thanks for allowing non-technique pure divekick option~
Though I should say, because obviously youâll hold close to your heart any comments I say and remember me personally, that I really enjoyed how it was perfectly viable to play without making use of the techniques and roll with just the faster/longer kickfactor.
Will there be a combo metre added to the game?
No combo meter.
EX moves are meant to be a choice between increased utility and eventual mega-damage (your super), but in most games that have them it doesnât work out that way so well.
In Divekick, its a choice between utility and a speedup that lasts through rounds. The speed up, if you can control it, is nearly always prefered, but youâll find yourself wanting to use techniques here and there to throw your opponent off. Different playstyles develop has a result. Some Dive players are technique heavy, and others almost never use them.
We really like the techniques and Iâm sure you will too once you get your hands on it. I donât recommend playing with them off.