A match shown from above: one blue PLAY button on the trophy card, a two-number score readout at the top of the pitch, and a shot you begin by dragging and finish by letting go.
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 and the camera
One blue PLAY button, then a pitch seen from above
The title card is a single trophy: a golden football on a plinth, the name Super Kick 3d with a World Cup ribbon under it, a purple sound toggle in the top-left corner, and one blue oval PLAY button near the bottom. There is no mode list, no difficulty menu and no settings row competing for the press.
Observed 2026-10-04 in Chrome at 1280×800: a match in progress. The pitch is viewed from above, with the player side in white and blue at the bottom on the ball and the dark side defending the goal at the top; a score readout reading 1 and 2 sits beside a coin counter at 0 under a home button.
The match is watched from above, not from behind the ball
Once the button is pressed the camera is top-down. The player side in white and blue starts at the bottom of the pitch on the ball, the dark side defends the goal at the top, and both teams keep moving. A home button sits at the top-left, and the top of the screen carries a two-number score readout — the observed match shows 1 against 2 — next to a coin counter reading 0.
Because the whole pitch is visible, the shot is a decision about a moving picture rather than a first-person aim: you can see the defender's run and the goalkeeper's position before you commit.
The one input the build teaches
DRAG AND RELEASE is the whole shot
The build spells its control out in capitals: DRAG AND RELEASE. Read together with the top-down camera, that is the entire shooting scheme — start the drag on the ball side of the pitch, then let go to send it. There is no separate power meter named anywhere in the build.
Each level is its own scene
Every pitch comes with its own geometry and its own crowd. The level prefabs are named Level1 through Level47, the stands are separate objects called Audience 1 and Audience 2, and the playing surface is a cement-toned floor object rather than a painted texture, which is why the pitch has visible seams.
Scoring feedback is a pair of counters rather than a running clock: the observed readout pairs two numbers at the top of the screen, and a coin total sits beside them. The coin figure starts at 0 on a fresh save.
Levels, coins and the buttons
What is wired around a match
The build carries 47 named level prefabs, from Level1 up to Level47. Rewards are handed out in coins, and one of the on-screen objectives reads Get 5 gold coins, which sets the size of a single payout. Level endings are separate screens: UILevelClear for a win and UILevelFail for a loss, both driven from a shared UIManager and GameManager.
The buttons you will actually press
Three named buttons cover the loop: Blue Button Play on the title card, Green Button Continue after a cleared level, and Green Button Retry after a failed one. A settings panel is wired up separately as UISetting.
The ad path is spelled out too, so a skipped ad is not a mystery: the build carries No Video Available, No reward for ad skipped. and two casing variants of the decline button, No, THANKS and NO, THANKS, next to a PRIVACY POLICY entry. Before any of that, the loading bar counts up as Loading: N%, and the canvas is fitted to a portrait 750 by 1334 frame, so on a desktop browser the pitch arrives as a single tall column in the middle of the page.
Super Kick 3D FAQ
Shots, levels and buttons
These answers stay with what the card, the pitch and the build's own text shows: one button to start, a drag to shoot, and a counted level list.
How do I start a match?
Press the single blue oval PLAY button at the bottom of the trophy card. There is no mode list behind it, so the first press goes straight into the pitch.
How does one shot work?
The build names its control DRAG AND RELEASE. Start the drag on the ball, then let go to shoot; the camera stays top-down, so you can watch the defenders run while you choose the moment.
What is the score readout at the top of the pitch?
It is a two-number pair, separate from the coin counter beside it. The observed match shows 1 against 2 with the coin total at 0, and the same row sits under a home button.
How many levels are there?
47 named level prefabs, Level1 through Level47. Each level clears through a UILevelClear screen and fails through a UILevelFail screen, both run from the same UIManager.
What are the buttons after a level ends?
Green Button Continue after a clear and Green Button Retry after a failure, with Blue Button Play on the title card. A separate settings screen is wired up as UISetting.