
Dodgeball Academia
A sports RPG with genuine mechanical hooks underneath the Saturday-morning-cartoon wrapper - worth the 10-15 hours if you can tolerate zero online play.
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About Dodgeball Academia
I came into this one expecting a gimmick dressed up as a game, and walked out having spent a solid afternoon actually thinking about court positioning. Dodgeball Academia is a Brazilian indie sports RPG from Pocket Trap where every combat encounter is a live dodgeball match, and the surprise is that the core loop holds up well past the novelty phase. The match mechanics are the reason to be here. You throw, charge-throw, catch, and counter on a divided court with up to three characters on your side. Catching a ball thrown at you feeds a counterattack with added power, so good reaction timing directly translates to offensive advantage - that feedback loop is clean and satisfying. Each character also builds a Balltimate gauge, an ultimate ability that ranges from massive multi-ball volleys to defensive healing bursts. Beyond the basics, the game layers in elemental balls (fire, ice, lightning), hazard courts, bullet-hell special moves from bosses, and a ruleset where eliminated opponents circle behind you to attack from the rear - keeping you honest on both sides of the court. Encounters play out in roughly one to two minutes each, which keeps the pacing tight. The RPG side is lighter than the sports side. Characters level up and unlock pre-set abilities on a fixed path - there is no real build crafting in the traditional sense. Equipment does add some wrinkle: you can stack gear toward fast Balltimate charging, high-risk single-HP damage builds, or positional bonuses that reward attacking from specific areas of the court. It is not deep, but it is not nothing. The bigger RPG problem is the world itself - the campus is small, backtracking is frequent, and the mini-map stops working inside buildings. Steam user reception sits at 94% positive across nearly 500 reviews, which tracks: most players seem to tolerate the map and backtracking issues because the actual matches are fun enough to pull them through. The multiplayer situation is the thing I cannot let slide. Local versus mode unlocks characters as you complete the single-player campaign, which means your sofa opponent either needs to have beaten the story too or they are fighting with a stripped roster. There is no online play at all. For a game built entirely around a competitive sport with clear PvP potential, that is a real omission - especially given that the combat system has enough depth to sustain competitive matches. If you are buying this expecting any kind of online ladder or matchmaking, close this tab. Presentation is genuinely excellent. The 2D character models on 3D environments combo works, the soundtrack runs hot with driving guitar tracks during matches, and the anime-influenced writing commits fully to its absurdity - vampires, talking cats, and gorillas all attend this school and the game never once explains why. Tone is very much Saturday-morning cartoon, which some reviewers have called childish and others have called charming. I land closer to charming, though I admit I was watching the clock during some of the longer dialogue segments in the back half. Bottom line for shooters-and-action crowd coming in from outside the RPG space: the match-level mechanics are responsive and reward learned timing, the accessibility sliders (adjustable damage taken and dealt) mean you can tune difficulty to taste, and the 10-15 hour runtime does not overstay its welcome. Just do not buy it expecting to play with anyone online. Fred, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 10 64-bit
- Memory
- 4 GB RAM
- DirectX
- Version 11
- Graphics
- Intel(R) Integrated Graphics
- Processor
- Intel(R) Core (TM) i5 8th Generation
Reviews & Ratings
No ratings available
Game Info
- Developer
- Pocket Trap
- Publisher
- Balor Games
- Release Date
- Aug 5, 2021