Dodgeball Academia is a sports RPG game featuring rookie dodgeball student, Otto. Join Otto and an eclectic cast of characters as they train to dominate on and off the courts of the academia. Level up Otto and develop a dynamic team across a vast and customizable party progression system. All the while, explore the vast Dodgeball Academia and uncover the long hidden truths that reside within the very walls you live, learn, and dominate in. In a world where dodgeball is life, you join Otto at the academy and train to become the ultimate dodgeball champion. Across eight episodes, you’ll forge friendships and create rivals, all in the name of developing the best dodgeball team.
Unlock and upgrade unique characters, diversifying your dodgeball team through an RPG style character and party progression. Explore and uncover the secrets of the Dodgeball Academia across its vast, diverse, and full of life campus. Journey through a full-blown RPG story mode; complete with episodes, main quests, side quests, and school minigames. Duke it out with a friend locally in a competitive local versus mode. Engage in action-packed dodgeball matches featuring a unique fighting game style that will put you up against challenging enemies and bosses. Intricately crafted and creative with its game mechanics, story line, and character designs.
The very first thing that just pops from this game is the artstyle. Absolutely colorful and vibrant environment, and the character designs look inspired by modern cartoons just from the simple shapes. Not too saturated that it hurts to see, so it’s just a right amount of balance, especially giving all the characters a little more contrast making them really stand out off and on matches. If you played other sports rpgs like Golf Story or even the Mario sport rpgs made from Camelot, you’ll definitely see the resemblance. Main story, side quests into matches, fetch quests etc, traditional stuff.
The mechanics for playing dodgeball are actually pretty fun, and sometimes intense. Probably the only gripe i have right now is fixing the detection of when you can catch or counter a ball. The animation that plays when you attempt to catch does not align well of when you can actually catch. I miss being early more times than being late and it just seems that the ball has to be point blank range and would help if the game was just a tiny bit more more lenient than eating another attack of what you thought would connect, just didn’t happened because of the game mechanics.