GI:At the onset, Divekick is as simple as a fighting game could be. There are no complicated directional inputs and only two button commands: dive and kick. The first to land a hit wins the round. It’s an interesting approach to accessibility that makes it an easy sell to those that typically shy away from complex fighters. But just beneath the freewheeling, goofy exterior of Divekick is a layer of complexity that might scare off newcomers as fast as it brought them in. Once the concept of diving and kicking has set in, new questions arise. What are those meters for? Why is this guy teleporting? How come you can jump backwards?