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Arcade › Pong Rebonds
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Pong Rebonds was built by Stormix with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.
Remix Pong Rebonds opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.
Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.
Rebuild a fullscreen responsive 2D Pong game titled “Pong Rebonds,” with a French interface and a clean neon sci-fi visual style. Use a canvas occupying the viewport inside a centered game area capped at about 1100×760 pixels, on a nearly black/navy background. Render the playfield as a dark blue diagonal gradient (approximately #07111f to #0c2440), with a faint glowing dashed vertical center line. There are two vertical rounded-rectangle paddles and one white ball: the human paddle is near the left edge (about 34 px from the left, 14 px wide and 110 px tall), the CPU paddle is near the right edge (about 48 px from the right, same dimensions), and the ball is a small white circle about 11 px radius. Paddles are bright cyan/light blue with rounded corners and a strong cyan glow; the ball is white with a subtle white glow. Keep paddles within a 12 px margin of the top and bottom edges. At the top center, display a large glowing score in the format “0 — 0” (player score on the left, CPU score on the right), in pale blue-white bold text with a cyan glow. Before play begins, show a centered French button labeled “Jouer,” styled as a dark blue filled rounded rectangle with a thin bright cyan border, white bold text, and a soft blue glow. The initial ball is centered and the initial score is 0–0. Clicking/tapping Jouer, or pressing Space, starts/resets the match, hides the button, resets both scores to zero, and launches the ball toward the right. The game continuously animates while running. Core gameplay: the player controls the left paddle vertically. Support ArrowUp/ArrowDown and W/S; holding up moves it upward and holding down moves it downward, at roughly 620 pixels per second. On touch devices, divide the screen into two invisible full-height zones: touching/holding the left half moves the paddle up and touching/holding the right half moves it down (provide equivalent touch-up and touch-down controls). The right paddle is an AI opponent that follows the ball’s vertical position, moving toward it at roughly 470 pixels per second, so it is beatable but responsive. The ball starts around 430 pixels per second horizontally with a randomized vertical velocity between -240 and 240 pixels per second. It bounces off the top and bottom boundaries. When it intersects a paddle while traveling toward that paddle, place it just outside the paddle and reflect its horizontal direction. Set the outgoing vertical velocity based on where it hits the paddle: hitting the center sends it mostly horizontally, while hitting near the top or bottom sends it sharply upward or downward. Increase horizontal speed after each paddle hit by about 4% plus 12 pixels per second, capped at 900, and use an outgoing vertical component up to about 520 based on the hit location. If the ball travels more than 40 pixels beyond the left edge, award the CPU one point and relaunch from center toward the left; if it travels more than 40 pixels beyond the right edge, award the player one point and relaunch from center toward the right. Update the top score display continuously. There is no win screen or match-end condition shown; scoring continues indefinitely. Include the bottom-center instruction text in French: “↑ ↓ / W S pour bouger — sur mobile, touche le haut ou le bas de l'écran”, in muted blue-gray, responsive small-to-medium size. On coarse-pointer/mobile layouts, show the touch controls as transparent interaction zones over the game and make the help text slightly dimmer and closer to the bottom. Prevent page scrolling and keep the canvas responsive to resize while preserving the gameplay proportions and the glowing dark neon presentation.