Videoball

Apart from exhibition matches, the game has a scenario challenge-based Arcade mode, and supports online team and ranked multiplayer matchmaking.

Critics praised the precision and craft of its game design as well as its welcoming aesthetics but remarked that its visual simplicity belied the depth of its gameplay.

[5] If held for an additional second, the fourth level of a charged shot creates a defensive square barrier for the player to place on the playing field.

The Arcade mode artificial intelligence personalities each have fitting names, such as Homer (who stays near its endzone) and Punchy (who bullies players with projectiles).

[7] Rogers conceived Videoball as a sport without narrative or artifice and thus sought to avoid traditional video game metaphors, such as knowing the triangle avatars and projectiles as "ships" or "bullets".

[14] In February 2014, PC Gamer's Wes Fenlon reported that the game still had work left in its artwork, soundtrack, new arenas, and online multiplayer mode.

[7] Videoball was planned for release in 2014,[7] and ultimately launched on July 12, 2016, on PlayStation 4, Xbox One,[11] and Microsoft Windows,[16] with Iron Galaxy as its publisher.

[2][3] Pre-release reviewers all cited Videoball's minimalism both in aesthetics and gameplay, and compared the game with the skill and strategy of football and basketball.

[12] He compared the player's controls to that of Asteroids and contrasted its simplicity with the 100-hour onboarding process for League of Legends,[12] having learned how to play Videoball in just "a couple minutes".

[10] Jason Bohn (Hardcore Gamer) wrote that the simple controls made the game accessible for new teams to quickly strategize.

[4] Graham Smith (Rock, Paper, Shotgun) found Videoball difficult to spectate and had trouble distinguishing between the players' triangle avatars.

[8] GameSpot's reviewer wrote that Videoball was the 2016 equivalent of Rocket League, in that both had idiosyncratic concepts and little prior anticipation, but simple and fun gameplay.

[9] He praised the momentum and "pleasing grip" behind the avatars and the acceleration physics of changing direction or moving out of a full stop.

[9] While Polygon and Destructoid praised the artificial intelligence of the computer-controlled avatars,[5][9] GameSpot wrote that they were simple, and often ignored balls during single-player matches.

[5][9] Kill Screen considered the game's affect delightful[8] and Destructoid said its bright color scheme and rubber-like surfaces were disarming and recalled the feel of an inflatable castle.

[9] Polygon's reviewer described the title as having "old-school sensibilities" in its arcade-style visual design, with simple geometry and flat 2D art.

He added that the game succeeds in particular because of its "goofy tone" and "delightful wrapper" of music, scrolling ticker, and fanciful announcers, which managed to charm him without appearing inauthentic.

[18][9] Calixto of Kill Screen concluded that Videoball "feels like it's trying to knock down barriers to entry" in its "bubbly and peaceful" visual design, with gradients and 90s Japanese arcade-style music.

[18][9] Calixto of Kill Screen said that Videoball countered a trend in games culture that relied on learning professional strategies online in order to play competitively.

He cited the affordances for experimentation in the game's controls and saw Videoball as being primarily concerned with awakening "its own brand of DIY metagaming", hence the reviewer's interest in naming his own techniques.