Basketball Superstar 2 Apple

Reviews of Basketball Superstar 2

List of user reviews and ratings for Basketball Superstar 2

Total ratings

4.60 (Rating count: 15,479)
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User Reviews

Recent rating average: 4.40
All time rating average: 4.60
Upgrade to see all 95 reviews
5 star
80% (76)
4 star
8% (8)
3 star
6% (6)
2 star
2% (2)
1 star
3% (3)
DateAuthorRatingComment
2026-08-08 Ra***** It’s a fun game
It’s a fun game
2026-08-05 co***** Very fun and I like that it isn’t a constant ad to play
Very fun and I like that it isn’t a constant ad to play
2026-08-02 ki***** Love the game best game I have played in long time so good job
Love the game best game I have played in long time so good job
2026-07-30 Ju***** Just a really fun game
Just a really fun game
2026-07-29 Bi***** Greatest game of all time
Greatest game of all time
2026-07-28 Co***** It’s ok
It’s ok
2026-07-27 Br***** Love the game so good all the games this company makes
Love the game so good all the games this company makes
2026-07-26 Gl***** Игра просто 50/50… причем во всем. Пофиг какой у вас рейтинг 99 или 50. Но если вы играете с рейтингом 50 вы на 90% проиграете это да. Но если вы будете 99 а против вас 50 то тут 50/50) просто самый отвратительный симулятор который я только видел… рейтинг не влияет ни на что!
Игра просто 50/50… причем во всем. Пофиг какой у вас рейтинг 99 или 50. Но если вы играете с рейтингом 50 вы на 90% проиграете это да. Но если вы будете 99 а против вас 50 то тут 50/50) просто самый отвратительный симулятор который я только видел… рейтинг не влияет ни на что!
2026-07-26 Ap***** Awesome
Awesome
2026-07-25 Ma***** Description of Issue/Feedback: I am a big fan of Basketball Superstar 2 and love the foundation of the game. However, as players invest a lot of time and money into building elite talent, the simulation mechanics and endgame customization are nonexistent. I would love to share some detailed feature requests and balancing suggestions that I believe would drastically improve the game's simulation accuracy and replay value: * 1v1 Matchup Balancing & Specialist Scaling: Currently, the math behind 1v1 matchups feels overly punitive to everyone, but especially for specialist builds. If an 18-year-old rookie hyper-focuses their currency to completely max out all three-point relevant attributes (accuracy, confidence, speed, 3PT, agility, footwork, pace, movement) while leaving defense and rebounding at zero, the simulation engine should strictly reflect that trade-off. * The player should be bad at whatever he/she neglects, but they should absolutely dominate from deep. A good defender should not be able to diminish a maxed-out 99 attribute so drastically. * Instead of hitting a weak 25–65% from three, with a maxed-out shooter, we should be hitting around 65% and up because our attributes are maxed out. Contested penalties should only cause a minor 25–35% decrease; the lower their defense, the higher my sharpshooter percentage should be, and vice versa. The current decrease is about 35–65% plus. This is still a game—if you can drop my make percentage that low, I should be able to work to make it as high as possible without a 65% cap on my maxed-out shooters. That ruins the investment put into that specific elite skill. The engine should also actively track and display a 3PT counter. They show everything else, so why not the 3s? Knowing your 3PT FG% would be amazing. * Build Specializations: When upgrading skills, players should be able to lock in a role or specialization (e.g., "Defensive Anchor," "Sharpshooter Mercenary"). Selecting this should trigger the simulation engine to automatically prioritize and focus on those specific actions during games, giving the build a distinct identity on the court. * Specialized Personal Trainers/Coaches: Introduce high-tier personal coaches (like famous shooting trainers) that we can hire using in-game cash. Training with them could unlock unique, upgradable passive skills and perks that let our player truly dominate specific disciplines (shooting, playmaking, rebounding, defense). * Agent Tier System & Leverage: Introduce an Agent System categorized by classes (E-Class up to S-Class). Better agents would cost more but give elite players true superstar leverage—allowing us to successfully force trades, request to team up with specific players, and maximize contract negotiations based on our player's status. * Animated 1v1 & Critical Scenarios: Add a separate mini-game section that displays quick animations instead of critical scenarios, or combine both to make something new (clutch 1v1 ISOs, layups, 3-pointers, dunks). The higher our attributes, the larger and more forgiving the "green timing window" should be for slightly early or slightly late releases. Make it an option so players who want to be more involved can use it. * Separate Multi-Mode Variety: Add even more longevity by including a dedicated 1v1 online matchmaking mode, as well as a separate Basketball Manager mode, all within the same app ecosystem. * Post-Retirement Coaching & Legacy Dynasty: Currently, the game ends at retirement. It would add incredible value if our legendary player could choose to become a coach afterward. Furthermore, since the game already allows you to have children, those children should be able to inherit certain attributes, skills, or athletic capabilities from your superstar player. Upon retirement, you should be able to either coach your child or completely take over their development from a young age—guiding them into the next generation's young star. This would create a true multi-generational legacy system and give players an endless, rewarding gameplay loop for the characters they invest so much into. P.S. you should also randomize the next generation height and not allow anyone to pick their position. If their height doesn’t match the position they’re not able to play that position limit them to their heights. And hopefully the next generation or next child has the height you’re looking for to play with. Just to add some fun unpredictability.
Description of Issue/Feedback: I am a big fan of Basketball Superstar 2 and love the foundation of the game. However, as players invest a lot of time and money into building elite talent, the simulation mechanics and endgame customization are nonexistent. I would love to share some detailed feature requests and balancing suggestions that I believe would drastically improve the game's simulation accuracy and replay value: * 1v1 Matchup Balancing & Specialist Scaling: Currently, the math behind 1v1 matchups feels overly punitive to everyone, but especially for specialist builds. If an 18-year-old rookie hyper-focuses their currency to completely max out all three-point relevant attributes (accuracy, confidence, speed, 3PT, agility, footwork, pace, movement) while leaving defense and rebounding at zero, the simulation engine should strictly reflect that trade-off. * The player should be bad at whatever he/she neglects, but they should absolutely dominate from deep. A good defender should not be able to diminish a maxed-out 99 attribute so drastically. * Instead of hitting a weak 25–65% from three, with a maxed-out shooter, we should be hitting around 65% and up because our attributes are maxed out. Contested penalties should only cause a minor 25–35% decrease; the lower their defense, the higher my sharpshooter percentage should be, and vice versa. The current decrease is about 35–65% plus. This is still a game—if you can drop my make percentage that low, I should be able to work to make it as high as possible without a 65% cap on my maxed-out shooters. That ruins the investment put into that specific elite skill. The engine should also actively track and display a 3PT counter. They show everything else, so why not the 3s? Knowing your 3PT FG% would be amazing. * Build Specializations: When upgrading skills, players should be able to lock in a role or specialization (e.g., "Defensive Anchor," "Sharpshooter Mercenary"). Selecting this should trigger the simulation engine to automatically prioritize and focus on those specific actions during games, giving the build a distinct identity on the court. * Specialized Personal Trainers/Coaches: Introduce high-tier personal coaches (like famous shooting trainers) that we can hire using in-game cash. Training with them could unlock unique, upgradable passive skills and perks that let our player truly dominate specific disciplines (shooting, playmaking, rebounding, defense). * Agent Tier System & Leverage: Introduce an Agent System categorized by classes (E-Class up to S-Class). Better agents would cost more but give elite players true superstar leverage—allowing us to successfully force trades, request to team up with specific players, and maximize contract negotiations based on our player's status. * Animated 1v1 & Critical Scenarios: Add a separate mini-game section that displays quick animations instead of critical scenarios, or combine both to make something new (clutch 1v1 ISOs, layups, 3-pointers, dunks). The higher our attributes, the larger and more forgiving the "green timing window" should be for slightly early or slightly late releases. Make it an option so players who want to be more involved can use it. * Separate Multi-Mode Variety: Add even more longevity by including a dedicated 1v1 online matchmaking mode, as well as a separate Basketball Manager mode, all within the same app ecosystem. * Post-Retirement Coaching & Legacy Dynasty: Currently, the game ends at retirement. It would add incredible value if our legendary player could choose to become a coach afterward. Furthermore, since the game already allows you to have children, those children should be able to inherit certain attributes, skills, or athletic capabilities from your superstar player. Upon retirement, you should be able to either coach your child or completely take over their development from a young age—guiding them into the next generation's young star. This would create a true multi-generational legacy system and give players an endless, rewarding gameplay loop for the characters they invest so much into. P.S. you should also randomize the next generation height and not allow anyone to pick their position. If their height doesn’t match the position they’re not able to play that position limit them to their heights. And hopefully the next generation or next child has the height you’re looking for to play with. Just to add some fun unpredictability.
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