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Space Pong

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62 plays ·added September 29, 2026

  • 2d
  • arcade
  • pong
  • local-multiplayer
  • sci-fi
  • neon
  • arena

About Space Pong

Pong with a shotgun !!

How to play

Play right here in your browser without an account or download. Follow the controls shown in the game, and use Play fullscreen for a larger view.

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Made by Stormix, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.

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Make your own game

Space Pong 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 Space Pong 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.

Read the build brief for Space Pong

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.

Create a browser-based 2D local multiplayer arcade game titled “Space Pong” (the UI may present it as “PULSE PONG”), with the tone of “Pong with a shotgun!!”. Use a full-window HTML canvas with a dark near-black sci-fi arena and a crisp neon arcade aesthetic.

The game is a horizontal Pong duel. Draw a rectangular playfield inset about 38px from the left and right edges, with its top around 92px and bottom around 58px from the window bottom. Give the arena a thin dark blue outline, a dashed vertical center line, and subtle cyan and red glowing strips along the left and right boundaries. The ball is a small bright white/cream glowing orb. It starts near the center and travels horizontally with a randomized vertical angle. It bounces off the top and bottom arena edges. Two tall, narrow glowing paddles face one another at the left and right sides: Player 1 is cyan, Player 2 is coral/red. Make the paddles rectangular with a small contrasting white detail near the inner-facing side and a small colored block/handle-like detail.

Core objective and rules: players return the ball with their paddle. When the ball crosses a paddle’s face while moving toward that paddle and overlaps its vertical span, reverse its horizontal direction, slightly accelerate it, and add vertical deflection based on where it struck. Each successful paddle hit gives that player 8 energy, capped at 100%. If the ball leaves the left side, Player 1 loses 1 HP; if it leaves the right side, Player 2 loses 1 HP. Reset the ball at center after a point, with direction toward the player who lost the point. Each player starts with 10 HP. When a player reaches zero HP, show a game-over overlay announcing the winner and offer replay buttons for two-player or AI play.

Add a charged “shotgun” mechanic. Player 1 fires with Space and Player 2 fires with Enter; shots can only be fired at 100% energy, then energy returns to zero. Represent a shot as a fast horizontal neon projectile in its owner’s color, with a bright core and short trail. A projectile hitting the opponent deals 5 HP damage and creates a large colored burst/recoil effect. A projectile hitting the ball changes the ball’s vertical velocity substantially and slightly increases its horizontal speed. Projectiles also damage temporary bunker blocks. Shots have limited lifetime and leave the arena if they travel too far.

Periodically spawn up to two temporary bunkers inside the arena, at randomized vertical positions and one on each side of the center. Each bunker is a compact 7-column by 4-row formation of small metallic blue-gray blocks, with the two top corner blocks omitted. Blocks have 2 hit points; projectiles reduce block HP, and the ball can collide with and destroy/reduce blocks while bouncing. Bunkers disappear after roughly 10 seconds or when all blocks are destroyed. Also periodically spawn small floating purple energy particles inside the arena. They drift and bounce within the arena; a paddle collecting one gains 28 energy. Use glowing particle bursts and square sparks for paddle hits, shots, bunker impacts, wall bounces, scoring hits, and collections, plus a subtle screen-shake effect on strong impacts. Keep the ball glow brighter/orange-flashed briefly after a shot impact.

Provide two modes from the start overlay: “JOUER À 2” for local two-player and “JOUER CONTRE L’IA” for a simple AI opponent. In two-player mode, Player 1 moves vertically with Z/S (the visible UI should match the actual controls; optionally support W/S as an alias if desired), and Player 2 moves with ArrowUp/ArrowDown. Player 1 shoots with Space and Player 2 shoots with Enter. The AI should track the ball’s projected near-future vertical position with imperfect/slightly slower movement and automatically fire occasionally when fully charged. Reset both players, HP, energy, projectiles, particles, bunkers, and ball when starting or replaying.

Overlay a HUD across the top without blocking gameplay. On the left show cyan “JOUEUR 1 · Z/S · ESPACE”, a heart/HP readout such as “♥ PV 10/10”, and a monospace energy meter “ENERGY [░░░░░░░░░░] 0%”. On the right show the matching coral/red Player 2 name and controls (or “JOUEUR 2 · IA SIMPLE” in AI mode), HP, and energy. Center the heading “PULSE PONG · DUEL LOCAL”. The opening modal should be a translucent dark blue-black card with a thin light border and blur/glow, large glowing “PULSE PONG” heading, French instructions equivalent to “Renvoyez la balle. Chargez votre canon. Tirez sur l’adversaire… ou sur la balle.”, the controls line, and the two outlined cyan action buttons. On game over, retain the same visual style and display “JOUEUR 1 GAGNE”, “JOUEUR 2 GAGNE”, or “IA GAGNE” as appropriate, with a replay message and buttons.

Use responsive sizing so the game fills desktop and mobile screens. On coarse-pointer/mobile devices, show two groups of three circular translucent touch buttons along the bottom: Player 1 up/down/fire on the left and Player 2 up/down/fire on the right. Maintain the visual style with restrained neon glows, dark navy-black backgrounds, cyan-versus-coral color coding, white text, and no unnecessary scenery or camera movement.

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