Really good looking (and feeling) game. The sound design and animation in particular really make this pop and give it a really exciting energy.
Gameplay-wise, it's fun if you play the way you're intended to, but it's easy to cheese the game. Once you're in the lead, you can essentially stand still and run the timer out. I saw an NPC run up to me and use an attack to steal the ball ONCE, but even if this happens you can generally just run and never shoot. The extra obstacles in each level sometimes mitigate this, but not to the point that this wasn't a dominant strategy toward the end when the AI became really oppressive. If anything, the level gimmicks feel like a desperate attempt to fix underlying balance issues with either the mechanics or bad AI.
The controls felt a bit annoying, it was never clear what it took to block a shot (sometimes my jumps could knock a ball away from the hoop, sometimes they couldn't, despite me jumping with almost identical timing and in the same place.) Having attack be a button combo instead of a fourth button also seemed strange and unnecessary.
The fact that the turbo only replenishes under certain conditions led to some frustrating situations where you literally can't do anything except block, especially with late-game AI players that would jump in and grab the ball at lightning speed, making it nearly impossible to grab the ball without directly attacking. On the other hand, the "on fire" bonus felt really overpowered and like a cheap way to give a struggling player a free win if they just kept playing long enough to get lucky. I think the solution to this would be to make it so that turbo slowly replenishes on its own, and have On Fire only last for a certain amount of time, not until the opponent scores again.
In terms of content, this game feels bloated. Too many levels and too many characters, with the gameplay changing too little across these variables to make it tempting to replay. It feels exceptionally demotivating when you consider that the most reliable way to beat the game is to run back and forth without actually shooting.
Overall this game feels like an overly ambitious project with some fundamental flaws in enemy AI and balance that were hastily covered up with lots of characters and level gimmicks, rather than addressing the underlying issues. The result is something that looks and plays like a great game from the right angle, but has a few gaping holes in it that become obvious upon closer inspection.