A one-on-one basketball duel that opens on a Level 1 card and asks for the same three-beat gesture on every possession: slide the pointer, release the shot, click again.
LevelLoop wrote this play brief. The playable file, artwork, and runtime are delivered by an external game service. LevelLoop keeps supporting rights records for the catalog on file.
ShelfSports
The card in front of you
The Level 1 card teaches the shot in three beats
Basket Battle opens on a card with the game name, a coin pill reading 0, the label Level 1, and a single PLAY button. Above that button the build spells out the whole control scheme in three stacked prompts — Slide, Release, Click again — each drawn with a pointer and a finger icon. That is the shot: drag, let go, then confirm.
Observed 2026-10-04 in Chrome at 1280×800: the first possession of Level 1. The score chip reads You 0/1 with a basketball icon, the Slide, Release and Click again prompts sit over the court with pointer and finger icons, and the player character carries a You label.
What the round is scored on
Inside the match the top-left chip reads You next to a basketball icon and a count of 0/1, and the character standing under the hoop is labelled You as well. The right-hand number is the target for that level, which matches the build's level table: the first level is won with a single basket, and later levels ask for 2, 3, 5 or as many as 10.
The opponent is a controller, not a second human. The build ships one AI profile per difficulty step and picks it per level, so the card's Level 1 label is the whole difficulty choice you make before playing.
Drag distance is the shot
Reading the court through the pull
The gesture starts on the ball and the pull carries both aim and power. The build caps the drag arrow between 0.1 and 2.0 world units and caps the pointer travel on screen at 200 pixels, so a longer pull is a stronger shot and there is a hard ceiling on how much power you can add.
The numbers behind the bounce
The court runs on a rigid-body physics step. The ball keeps 0.66 of its speed when it reflects off a surface, its friction value is set to 500, and its angular damping sits at 0.99. Your character moves at a maximum of 6.0 units, the ball leaves the hand at somewhere between 8 and 30 units depending on the pull, and the shot speed used by the build's own test value is 12.0.
Two more constants shape the feel of a possession: holding the pointer scales time to 0.25, and the camera drifts at 3.6 units while following the ball. The frame only shows the middle of the court horizontally — the camera range is 0.25 to 0.75 across — so an off-screen bounce resolves before you can line up the next shot.
Levels, coins and loadouts
What the 100 levels are worth
The level table holds 100 entries, each with the same gravity of 9.8 and the same 100-coin reward, and each pointing at one of 19 AI profiles. Clearing a level pays the flat 100 coins, so the coin pill on the card only moves in one size of step until you spend it.
Balls, skins and daily payouts
There are 20 ball entries and 16 player entries in the build. Every ball carries a mass of 2.0 and every player a mass of 6.0, so switching skins changes the look, not the physics; the named balls include Basketball, Apple, Billiards, Watermelon, Stun ball, Smiley, Tennis, Soccer, Pumpkin and Honeycomb, and the named players include Chiefsuits, Pinksweater, Suit, Sportswear, Zebra suit, Casual wear and Guy.
Unlocks are gated by coins and by a random-skin cost of 800. Watching an ad pays 700 coins, sharing pays 1000, the daily sign-in ladder runs 100, a skin, 300, 500, 800 and 1600, and the wheel pays between 50 and 400 coins a spin. Three redeem codes — 567, 777 and 222 — unlock a skin each after 4, 4 and 3 watched ads.
Stun is a real state rather than decoration: the force-stun duration is 2.0 seconds, a shield lasts 15 seconds once it is up, a stunned player is protected for 5 seconds, and trying a skin on a cooldown of 6 seconds.
Basket Battle FAQ
The three-beat shot and the 100 levels
These answers use only what the card, the in-match chip and the build's own configuration show: the three prompts, the score target, and the numbers behind a pull.
What are the three shot prompts on the court?
"Slide", "Release" and "Click again", stacked with pointer and finger icons. Slide to pull the shot, release to send it, and click again to confirm. The same three prompts stay on screen during the match, not only on the card.
What does the 0/1 number mean during a match?
It is the score target for the level, shown as "You" plus a basketball icon and "0/1". Level 1 is won with one basket; the level table later asks for "2", "3", "5" or up to "10".
How much power can one pull add?
The drag arrow is clamped between "0.1" and "2.0" world units, the pointer travel is capped at "200" pixels, and the release speed runs from "8" to "30" units. Pulling further adds power until that ceiling.
Does changing the ball or the player skin change the physics?
No. All "20" balls carry a mass of "2.0" and all "16" players a mass of "6.0", so the swaps are cosmetic. Unlocking a random skin costs "800" coins.
How many levels and opponents are there?
"100" levels, each rewarded with "100" coins, drawing from "19" AI profiles. Gravity stays at "9.8" on every level.