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Wild Pong

  • 2d
  • arcade
  • pong
  • local-multiplayer
  • neon
  • competitive
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Parker Pinsoneault built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Wild Pong yet. Play it, then tell Parker Pinsoneault what you would add next.

Make your own game

Wild Pong was built by Parker Pinsoneault 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 Wild 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 Wild 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 fullscreen two-player arcade Pong game titled “Wild Pong,” using a flat 2D orthographic presentation on a dark navy/black neon arena. The game should be playable immediately in a browser and scale responsively to the viewport.

PLAYFIELD AND CAMERA: Use a fullscreen canvas with a fixed logical Pong coordinate system that resizes to the window. Show a very dark blue background (#050713 / #070b1d) with a subtle lighter radial glow toward the center. Draw a thin, faint white rectangular arena border inset about 20 pixels from each edge. Down the exact center, draw a vertical dashed cyan line made from short rectangular dashes with gaps. Keep the view straight-on and flat, with no perspective or 3D environment.

PADDLES AND BALL: Place a cyan/blue left paddle and yellow right paddle close to the side borders, each a narrow vertical rectangle about 18 pixels wide and 118 pixels tall. Add soft matching neon glow behind each paddle and a small translucent white vertical shine strip inside each one. Place a small bright off-white circular ball in the center, with a cyan additive glow around it. Use crisp geometric shapes, additive bloom-like glows, and a clean futuristic arcade style. The left player’s score is cyan and the right player’s score is yellow; render large glowing score numerals near the upper left and upper right portions of the arena. Centered beneath the scores, show a muted pale-cyan status label in uppercase such as “RALLY 0 · SPEED 430,” updating continuously with the current rally hit count and rounded ball speed.

START AND END UI: On the initial screen, show a centered translucent dark modal panel with a thin cyan border, subtle inner/outer cyan shadow, and slight blur. Display the large uppercase glowing title “WILD PONG,” followed by: “First to 10 wins. Left paddle: W/S. Right paddle: ↑/↓. The ball gets wilder every hit.” Include a prominent uppercase “START RALLY” button with a left-to-right cyan-to-yellow gradient, dark text, and neon shadow. Hide this panel while playing. When either player reaches 10 points, stop the game and show the same panel with a title “Left Wins” or “Right Wins,” a message in the form “10 - 7. Press restart to play again.” (using the actual scores), and a “RESTART” button. Also show a small centered bottom hint outside the canvas: “W/S controls left paddle · Arrow Up/Down controls right paddle · First to 10”. The button must restart/start via pointer input; Space or Enter should also start/restart when the game is not running.

CONTROLS: This is local two-player Pong. While running, W moves the left paddle upward and S moves it downward. Arrow Up moves the right paddle upward and Arrow Down moves it downward. Movement is continuous while keys are held, at about 650 pixels per second. Keep paddles clamped inside the arena, with roughly 18 pixels of clearance from the top and bottom playfield bounds. Prevent page scrolling from these controls.

RULES AND PHYSICS: The match begins at 0–0 with both paddles centered and a ball serve from the center toward a randomly chosen side. The initial ball speed is 430. Give the serve a small random vertical angle between -0.45 and 0.45 radians. The ball bounces from the top and bottom arena edges, clamped just inside the edge; slightly randomize its vertical velocity and horizontal velocity on wall bounces. A point is scored when the ball fully exits beyond the left or right arena boundary: if it exits left, the right player scores; if it exits right, the left player scores. After a point, reset the ball to center at base speed, reset the rally hit counter, and serve toward the player who just scored’s opponent. Continue until one score reaches 10.

For paddle collisions, only test the paddle on the side toward which the ball is moving. Calculate the impact position along the paddle from -1 to 1, combine it with a small random kick, and use the result to choose a bounce angle clamped roughly between -1.12 and 1.12 radians. Reverse horizontal direction, reposition the ball just outside the paddle to prevent sticking, and increase speed on every paddle hit by approximately 4.5–10% plus a small fixed increment, capped at 1040. Increment the rally hit counter on each paddle collision. This escalating speed and randomized bounce angle is the defining “wild” mechanic. Increase the ball glow subtly as rally hits accumulate. Add brief screen/camera shake on paddle hits, wall bounces, and scoring, fading quickly.

GAME FLOW AND PRESENTATION: Start paused behind the modal, with the ball and score HUD visible. During play, update the ball, paddles, score numerals, rally/speed text, and glow effects every animation frame. Use smooth delta-time motion and cap the frame timestep for stable physics. Preserve the minimal HUD and uncluttered arena: no health bars, powerups, AI opponent, sound requirement, extra stages, or additional game modes. The complete goal is to outplay the other local player and be first to 10 in a progressively faster, increasingly unpredictable neon Pong rally.

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