“Fire and Ice”
We've been building Battlegrounds — the cooperative monster combat experience — for seventeen weeks. This week we shifted focus to our second game mode: DodgeIt.
DodgeIt is competitive. Two teams in the same arena, throwing projectiles at each other. But unlike real dodgeball, these aren't rubber balls — they're fireballs and ice balls, with real visual effects, spatial audio, and an entirely different feel from anything we've built so far.
Early DodgeIt footage — elemental ball throwing with damage tracking. Fireball effects are final; ice ball visuals are still in progress.
How it works: Each player gets two elements. Squeeze your right grip and a fireball ignites in your hand — a glowing core wrapped in flame trails with a crackling audio cue. Squeeze the left grip and you summon an ice ball. Each element looks, sounds, and behaves differently.
The charge mechanic: This is where it gets tactical. You can quick-release a ball for a fast, small throw that deals light damage. Or you can hold it. The longer you charge, the larger the ball grows — up to ten seconds for a fully charged shot that moves slower but hits significantly harder. It creates a genuine risk-reward decision: do you fire fast and keep your opponent dodging, or do you wind up a heavy shot and try to land the knockout blow?
When it connects: A direct hit triggers an elemental explosion effect with spatial audio — you hear and see the impact, and the sound fades naturally with distance. Every player in the arena has a health display that ticks down with each hit, shifting from green to yellow to orange to red. When a player's health reaches zero, the display reads “OUT,” their avatar turns grey, and they can no longer throw. Clean, clear, no ambiguity about who's still in the fight.
Arena boundaries: Missed shots don't fly off into the void. As a ball approaches the edge of the arena, it fades to invisible and disappears. From the player's perspective, every throw either connects or dissolves — no awkward projectiles hanging in open space.
On the visuals: The fireball effects are final — the glowing core, the trailing flames, the impact explosion all look the way they will on opening day. The ice ball is still in progress. Right now it renders as a solid projectile, but we're working on the frost particle effects and shattering impact to bring it up to the same standard as the fireball. Both elements are built from a professional VFX library adapted specifically for Quest 3 hardware.
Why this matters: DodgeIt is designed to be our broadest-appeal game mode. The rules are instantly familiar — it's dodgeball. But the experience is something entirely new. Throwing fireballs with your actual arm, dodging ice projectiles with your actual body, watching someone charge up a massive shot and knowing you have seconds to react. Every session is physical, social, and impossible to replicate at home.
We're building toward a venue with multiple game modes running simultaneously across four arenas. Some groups will choose Battlegrounds for the cooperative adventure. Others will choose DodgeIt for the head-to-head competition. Having both options means broader appeal and higher rebookings — people come back to try the mode they didn't play last time.
