About:

Dodgeball Championship League has two modes: Exhibition and League. Full-screen is recommended, gamepad and keyboard and mouse are supported.

Exhibition:

In exhibition, choose your teams and compete in a physics based match of dodgeball with six players per team. Cycle between members of your team and dodge, duck, jump, block, or catch to avoid your opponent's throws. The longer you charge your throws the more powerful they become. 

League:

In league mode, select from any of the 32 presets or fully customize your own team and players. Start out in the lowly Bronze Cup and work your way up to the pinnacle of Dodgeball Championship League - the Platinum Cup. 

This is my first game and I hope you enjoy playing. Please leave your comments and suggestions. Read on for controls and rules.

Controls:

Controls are listed below. Interactive rebinding is available in Options under Controls if you prefer different inputs.

ActionControllerKB/Mouse
Movement Left Stick WASD
Look Right Stick Mouse
Pick Up X Button L-Alt
Charge (Hold) Throw (Release) Right Trigger LMB
Dodge (Left/Right) LB/RB Q/E
Jump A Space
Duck LSB C
Cycle Next Player (Left/Right) D-pad L/R Tab/R
Catch (Unarmed) Y MMB
Block (Armed) B RMB
Pause Start Esc

Rules:

Match Rules:

An invisible barrier encloses the play area ensuring all balls remain in play.

Balls are subject to a timer after which they will be forfeit to the opposite court. Keep play moving!

Ricochets are not allowed: balls are dead after hitting an object or the invisible barrier.

Picking up a ball is not automatic. Get close and try to face the ball intended for pick-up. Players are vulnerable during this phase so target opponents during pick-up and choose moments carefully before attempting to grab a ball.

Catching and blocking have a chance to fail depending on player attributes. Fumbling while blocking will result in an out.

Upon catching an opponent's throw, the least recently eliminated teammate will return.

If you are eliminated, control shifts to the next available teammate.

League Rules:

There are 14 games in the regular season where each of 8 teams per cup play one another twice. After this, the top 4 are seeded into the semifinals. The top 3 teams per cup at the end of each season are promoted. The bottom 3 are relegated to a lower cup. 

Teams earn income depending on the current cup and a bonus for victory. Players are paid from the team funds at the end of each game; if you can't afford to pay a player's salary, their contract will be nullified and you will need to find a replacement. Don't worry if you can't afford one, upon proceeding to the next match you will be offered a walk-on player for no up front cost.

Postseason games pay out larger bonuses and, as an added incentive, player salaries are paid by the league during postseason. After the season, teams may make a draft selection (by reverse order of standings), re-sign players, and top off their rosters in free agency.  

If you find yourself with extra funds to spend during the season, head to the roster menu to trade players, shop for free agents, train and customize  players, or treat their injuries . While you're there be sure to organize  your players by position to make the best of your team's strengths.

Five stats (ranging 0-10) govern a player's success in a match: 

Speed - How fast a player can move.

Catch - How likely a player is to complete a catch successfully.

Block - How likely a player is to complete a block successfully.

Dodge - How far a player can dodge and how quickly it recharges.

Power - How quickly the player charges a throw and its maximum force.

Credits:

Programming: Zev Black

Art: Zev Black

Animations: Zev Black, Mixamo

Sound: Zev Black, CC0 sound from freesound.org

Music: 

Lawrence Grey - Laundromatted License 

Prazkhanal - Adderall License 

Zavesa - Crash Protection License

Qube Sounds - Fashion Sport Percussion License

Fas Sounds - Jazz Cafe License

Alexi Action - Stomp and Claps License

Soulprod Music - Braking License

StatusReleased
PlatformsHTML5
Release date Jan 03, 2023
Rating
Rated 5.0 out of 5 stars
(2 total ratings)
AuthorZevBlack
GenreSports, Simulation
Tags3D, Character Customization, Controller, Fast-Paced, Management, Physics, Singleplayer, Unity
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Mouse, Xbox controller, Gamepad (any)

Also available on

Development log

Comments

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love it, really good game so far.  Seems like you're also setting it up for leagues and competitive online.  Any plans for multiplayer?

Thanks, I'm glad you enjoyed it. I don't have any current plans for multiplayer but I'm open to it if there is a demand.

Nice!  I work with Photon Engine: Quantum for sports games.  This would be a good one to prototype.

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its pretty good so far, certainly a good framework for a dodgeball game, hopefully more depth can be added to the game such as the ability to spectate league or exhibition games played by the cpu teams even if we wanted to run a cpu vs cpu league play game and not just siming the games. This is something most sports games have.

(+1)

Thanks for your comment. I would be willing to implement this if there is a demand for it.

Very fun concept, but it seems even when playing opponents of the same level my team gets rekt on the first volley. Maybe make the AI players start in a more random position so that the spread is a bit more even.

I know this happens from time to time but it's equally likely to happen to either team. AI for the opening rush is certainly something that can be tweaked.