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Hahahaha depth and pros used in the same sentence for a game that is so random and luck based.
Seeing how he doesn't have the mouse next to name then I would think not... unless he has played it over at a friend's house. Divekick is basically the easiest fighting game to jump into but the hardest to master because of how hardcore the mind games are. Going online or playing with a friend? Better know how to read minds because you're gonna need it.
Once people start to realize that even with ONE attack (ok maybe 2 with specials), there is still a whole litany of strategies and techniques to apply.
Second, I doubt that this game has the same depth as "real" fighting games, because "real" fighting games have many more elements with which to play mind games.
Finally, in response to the OP: If anything, this game killed my interest in fighting games. I recently decided that I wanted to play fighting games, so I picked up Skullgirls, and the fact that you can't win in that game without being able to execute hardcore combos really frustrates me.
The reason I like this game is because you don't really have to learn this game. Once you have an instinct for each character's angles and speed, your basics are already in place. I play Kung Pao because she's awesome at catching people when they make noob mistakes. I didn't have to go out of my way to learn anything for that. I just needed killer instincts and a bit of practice.
Gaining a base of knowledge about this game's characters and matchups is easy. Then, once you're comfortable with a character or two, the entire game becomes just a simple little contest of quick thinking and quick reflexes. I like that.
Aye, this. "Random" or "luck based" is something I keep hearing about this one, and I keep thinking those people really just have not even touched it once. The only things in the game that are actually random are the objects that Markman pulls out with his special (like Faust does in GG) or Kenny's random choice per-round of other character's dive & kick styles (similar to how Mokujin works in Tekken). And even when you're playing as or against those characters, randomness factors in much less than you'd think.
I play *alot* of fighting games. I'm one of those players that can do the gigantic loooooong and difficult combos without too much trouble, in a variety of different games (I have ALOT of free time on my hands so I play a bunch of these). All in all, I know a good amount about the genre as a whole.
And originally, when I saw Divekick, it kinda looked dumb to me; I'd had that same idea that some people do, the "How can this be deep at all with hardly any possible moves?". But I ended up giving it a try after seeing some of my Youtube subscriptions put out videos of it. It looked pretty hilarious, and they sure seemed to be having fun with it... so I gave it a try.
Glad I did, because the game really is a blast, and there's alot more to it than it looks. Yeah, it's easy to pick up and play, but actually mastering any one character is not easy at all, and there's alot to it, which is important in any fighting game. Mind games, reflexes, knowledge of hitboxes, all the usual stuff becomes important here, and there's various ways you can approach the game.
And really, it's simplicity can be a very good thing. Typically I play combo-heavy fighters like Guilty Gear and various similar things, so this game ended up being a rather nice change of pace. Alot less pressure to learn, as the basics go, and the whole game is done in such a way that it's just fun. It also helps for getting others to try it; typically I cant get any of my friends to play these with me, but this one is different.
Definitely a "try it before you bash it" game. It wont be for everyone, no, but then what game is?
Man, feel free to complain about tier lists and characters all you want, but there isn't a single random thing in Divekick. It's a completely deterministic game.