I remember picking up Dungeon Deathball because it looked like a polished minimalistic tactical turn-based roguelike. You control two characters on a small grid (roughly 4x9 tiles large), with the goal of getting the ball over the finish line. Obstructing your path are obstacles, traps, and enemies. They will kill you in one hit and take far too long to kill on your own, but they're also incredibly predictable and slow. Push them into traps, each other's attacks, or just run past them. Depending on how many turns you took, how many gems you collected, and whether you carried or threw the ball over the finish line, you'll get a score. Upgrade your players with minor stat upgrades between levels, beat 12 levels, and you win.
Honestly, while the game is indeed well-polished, it isn't ambitious enough and lacks variety. There is little customization, little metaprogress, and too little room to really do much. It feels like once you kind of figure out how to go about clearing a level, you can just repeat that idea over and over. I found less than 2 hours of fun here, and even that was the mediocre kind of fun that was just learning how the game worked.
Overall, I can't recommend it on the account of it being too short. Not that the game literally ends too soon, but you run out of fun variety far too soon. It's a fine game, but it could have used a bigger board, more units, more customization, and more of most everything. This really feels more of a minigame than an actual game.