
Dungeonball is a first-person dodgeball roguelike. Use your hands and throwing power to fight your way through the dungeons.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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[b]Dungeonball[/b] is a fun, if a bit basic, first person roguelike. Instead of killing monsters to get swords, axes, shields and other gear of increasing qualities, you simply throw stuff at your enemies. You will mostly throw balls that bounce back and can be thrown again and again, but also vases, plates, keys or even some enemies. It's a simple enough concept, and it's fun to play around with! It's also a bit too basic to really stick the landing. I played up to level 4 out of a possible 5, and the only new thing that appeared was an enemy that can throw fireball that you can catch - but even then, it's very similar to the ghost enemy found in level 2. It's a bit of a shame, because the dodgeball throwing works very well and is a fun twist on first person roguelike. I'd have liked a bit more stuff to play around with, such as more enemies or perks to make new runs more attractive. Despite that, [b]Dungeonball[/b] is fun to play and it's yet another inventive Sokpop game that should absolutely be checked out. [code]Find more reviews of small and overlooked indie games that deserve more recognition at our [url=https://store.steampowered.com/curator/40624114-Hidden-Indie-Gems]Hidden Indie Games[/url] curator page![/code]
Dungeon Crawler meets Volley Ball. A weird concept, but it does work. What really doesn't, in my opinion are the horrible sensitivity controls, which even at the lowest setting are much too high. Every level has a speed run achievement, which I feel adds unnecessary stress as there is no in-game timer. Some are easier to get then others. The game loops instead of ending. Which could be considered a positive. Game runs on deck, but I didn't care for it. I think it's a great idea that you can pick up just about anything, including the enemies. I think there are some bugs that certainly need to be ironed out, such as you can actually load into a level and auto die because you spawn onto an enemy. The levels feel rather sparse, but the look is cute. Not the best sokpop game, but certainly not the worst. Pick it up on sale or in the bundle, or if you are really into this concept, otherwise pass.
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A simple, but enjoyable game. Could have been fleshed out further, but what is there is worth checking out. My biggest complaint is that the levels aren't finished loading in when enter the next floor, so you end up with several seconds of intense lag, which makes getting the speedrun achievements much more frustrating.
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Dungeonball, developed and published by Sokpop Collective, is an inventive first-person roguelike that transforms the simple playground concept of dodgeball into a frantic dungeon-crawling survival challenge. True to Sokpop’s design philosophy, the game focuses on a single strong mechanic and explores its depth through procedural variation and emergent encounters rather than sprawling systems or narrative complexity. The result is a compact but surprisingly dynamic experience that thrives on physical interaction, reflexes, and improvisation. The core idea is straightforward yet refreshingly original: instead of swords, guns, or spells, your primary means of defense is throwing objects. Balls scattered throughout the dungeon serve as ammunition, but nearly anything can become a projectile, including potions and even enemies themselves. Combat unfolds from a first-person perspective, which amplifies immediacy and tension. You must dodge incoming attacks, grab available objects, and hurl them back at hostile creatures with precision. Timing and positioning become crucial, as missed throws leave you vulnerable and enemy projectiles demand constant awareness. What elevates Dungeonball beyond novelty is how its physics-driven interactions create unpredictable, emergent scenarios. Capturing a small enemy mid-attack and launching it into a cluster of foes can clear space in chaotic situations. Using walls to ricochet projectiles adds another layer of tactical thinking. Defensive maneuvers such as catching or blocking incoming objects can shift momentum instantly. Although the mechanical inputs are simple, the outcomes vary dramatically depending on environment layout and enemy density. Procedural generation underpins the replayability. Each run features randomized dungeon layouts, enemy placements, and item distribution. While individual runs are relatively short compared to larger roguelikes, the unpredictability of each floor ensures that no attempt feels identical. Early levels ease players into the throwing mechanics, but difficulty escalates quickly. As enemy numbers grow and their behaviors become more aggressive, the game transitions from playful experimentation to intense survival. The confined spaces of dungeon corridors heighten pressure, forcing split-second decisions. Visually, the game adopts a minimalist low-poly aesthetic that prioritizes clarity over complexity. Environments are simple yet distinct, ensuring that projectiles and enemies remain readable even during frantic exchanges. The restrained visual style aligns with Sokpop Collective’s broader portfolio, emphasizing functional design rather than graphical spectacle. Sound design reinforces impact, with satisfying audio cues for throws, hits, and collisions that enhance the tactile feel of combat. The pacing is brisk and focused. There are no lengthy narrative sequences or progression systems to interrupt the action. Instead, the experience revolves around skill development and situational adaptability. The absence of deep upgrade trees or persistent meta-progression may limit long-term engagement for some players, but it also ensures that each run depends primarily on player skill rather than accumulated advantages. Dungeonball’s charm lies in its purity of concept. It demonstrates how a single mechanic, when executed thoughtfully, can sustain an entire game. The blend of first-person perspective, physics-based throwing, and roguelike unpredictability produces encounters that feel both chaotic and controllable. While its scope is modest and content relatively streamlined, it succeeds in delivering a distinctive and memorable gameplay loop. Ultimately, Dungeonball stands as a testament to Sokpop Collective’s experimental creativity. It does not aim to compete with expansive roguelike epics but instead offers a tightly designed experience centered on kinetic interaction and improvisation. For players who appreciate unconventional combat mechanics and short yet intense dungeon runs, it provides an engaging and refreshingly original take on the roguelike formula. Rating: 7/10
후드려패는게임 죽으면 1단계부터시작
Brought a singular tear to me eye, fantastic use of columbian shock torture.
Bardzo ciekawy pomysł
ダンジョンドッジボール!! Sokpopは投げるゲームがいくつかあるのでこのゲームも投げ物系シリーズとでもいうのかな ドッジボールをやるなん何年ぶりだろうか… 階層が進むたびに強くなるローグライトなダンジョンゲーム。 キャラは可愛いがゲーム自体はハードコア、攻撃手段は投擲のみで拾っては投げて拾っては投げる。 一時間ほどのボリュームがあるそうなので結構楽しめそうだ。
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