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Compare allApp info
- Installs
- 1+
- Category
- Casual
- Content rating
- Everyone
- Version
- 1.0
- Released
- Jul 12, 2026
- Last updated
- 13 Jul 2026
- In-app purchases
- No
- Contains ads
- Yes
- Promo video
- No
- Requires Android
- 8.0
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Grab basketballs,dodge bombs:neon cyberpunk arcade with combos,harder stages
**Catch Ball — Neon Arcade Ball Catcher** Catch Ball delivers a fast-paced arcade experience with a distinctive Neon Arcade cyberpunk theme. The core gameplay is intuitive: catch falling basketballs to score points, dodge bombs to preserve your lives, and chase high combos. **Gameplay** - Two ball types: Basketball (80%, orange-red) and Bomb (20%, pixel-art black) - Catch basketballs: +10 points, increases combo - Catch bombs: -1 life (must dodge!) - Miss basketballs: -1 life - Miss bombs: no penalty (lucky escape) - Start with 3 lives (heart icons in HUD) - Game ends when lives reach 0 **Progressive Difficulty (Dual System)** - Score-based leveling: level up every 100 points, +60 px/s per level, spawn interval -120ms per level - Time-based scaling: +30 px/s every 10 seconds (max +300 px/s), difficulty grows even without scoring - Minimum spawn interval: 400ms (endgame frantic pace) - Ball velocity: starts at 250 px/s, easily 800+ px/s after 5 minutes **Combo System** - Consecutive basketball catches build combos - Combo overlay appears at combo ≥5 - Every 5 combos grants +1 bonus point - Missing a basketball or catching a bomb resets combo **Visual Design: Neon Arcade Theme** - Deep blue-black background (#0A0E1A) for high ball contrast - Cyan-green glow primary color (#00FFCC) for paddle, borders, score - Neon pink (#FF006E) and electric yellow (#FFBE0B) accents - Glowing edges on paddle, game border, and combo text - Bomb pulse animation (150ms sine wave scale) as warning - Paddle color feedback: green on catch, red on miss/bomb - Heart icons (❤️) for lives, dim to gray-hollow when lost - Fast & Electric animation tone (80-150ms feedback) - sans-serif-condensed for main text, sans-serif-medium for numbers, monospace for combo Pages & Navigation - MainActivity: 6 rounded buttons (PLAY, HISTORY, STATISTICS, ACHIEVEMENTS, HOW TO PLAY, SETTINGS) - GameActivity: full-screen GameView with 3-heart HUD, live score display, pause button, combo overlay - HistoryActivity: RecyclerView of past games with cards showing score/date/balls caught/max combo/duration - StatisticsActivity: 7 scrollable stat cards (total games, high score, total score, max combo, balls caught/missed, catch rate) - AchievementsActivity: RecyclerView of 14 achievements with progress bars and unlock status stars - SettingsActivity: 4 grouped cards (Game Preferences, Accessibility, Data Management, About) with row-tap toggles - HowToPlayActivity: 4 tutorial sections (Basic Rules, Ball Types, Combo System, Game Over) - Custom Neon toolbar on all secondary pages (surface background, cyan-green title, back button) - Secondary pages return to home via toolbar back button; main page shows interstitial ad on exit Custom Dialogs - PauseDialog: shown when tapping pause or back during game, Resume/Quit buttons - GameOverDialog: displays final score, balls caught, max combo, Play Again/Main Menu buttons - Custom dialog_background drawable (cyan border + rounded corners) - Confirmation dialogs for clear history and reset statistics Achievement System (14 achievements) - Score milestones: First Score, Score Master I/II/III (100/500/1000 points) - Perfect Game: complete a game without losing lives - Combo milestones: Combo Starter/Master I/II/Legend (5/10/20/50 combos) - Game count: Rookie/Veteran/Legend (10/50/100 games) - Special: Risk Taker (catch 10 bombs), Lucky Catch (rare purple ball, legacy) UX Notes - Pure multi-Activity navigation, no bottom tab structure - Custom Neon toolbar on all secondary pages (surface color background, cyan-green title text, tint back button) - WindowInsets edge-to-edge adaptation via InsetsHelper utility - Toolbar auto-padded for status bar; scroll/list content auto-padded for navigation bar - GameView uses Choreographer for stable 60 FPS render loop - Pause on Activity onPause, resume on onResume (with pause-time compensation to prevent difficulty spike) - Software rendering layer (LAYER_TYPE_SOFTWARE) for cross-device compatibility