‘Skullgirls’ relaunches on mobile as developer ditches publisher

Stylized fighting game Skullgirls came out for mobile in May of last year. It was developed by Autumn Games and initially published by Line. Now, the developer has decided to part ways with the publisher and go back to being independent. As a result…

‘Killer Instinct’ will be available through Steam

Ever since the revived Killer Instinct launched in 2013, you've had to download it through one of Microsoft's online shops, whether it's on your Xbox One or your Windows 10 PC. However, you won't have to go that route in the next few months. Iron G…

Match 3 Adventure

Match 3 Adventure

Match 3 Adventure Play match 3 as fast as you can to make your hero to attack the monster, try to make combo attacks to win the game.rnrnUse the mouse to move the blocks just like Bejeweled.rn

Hands-on with Divekick’s minimalist two-button controller (video)

DNP Handson with Divekick's minimalist twobutton controller video

Just a couple days after we got our hands on Tenya Wanya Teen‘s crazy 16-button arcade stick, we were treated to its polar opposite; Divekick‘s two-button controller. Created by Iron Galaxy Studios just to show off the game at PAX East, the controller consists of two buttons slightly larger than the palms of our hands; the yellow one denotes a jump or dive, while the blue corresponds to a kick. As a parody of the fighting genre, Divekick‘s gameplay avoids complicated combo moves, is incredibly simple and immensely enjoyable, if we do say so ourselves.

Unlike traditional fighting games, the health bars are essentially meaningless, as a single power hit can take down your rival. Therefore you’re focused on just the most basic movements — a common one involves jumping in the air, tapping the other button for the downward kick, and then tapping it again to fly backwards. As for moving your character about, a jump and kick combo will get you charging towards your foe. Some characters let you fly when jumping, while others reward pressing buttons simultaneously. From our few minutes mashing the controller, it seems that timing and position are more important than ever with such fundamental mechanics, and ones that we picked up pretty quickly. We especially enjoyed kicking our adversary in the head to make them dazed and vulnerable in the early seconds of the next round.

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