Devlog
eXtreme Pong devlog #1: a paddle that rotates
The core idea behind eXtreme Pong: let the player aim by rotating the paddle, so skill comes from timing instead of luck.

Classic Pong has one input: up or down. The angle of the return depends only on where the ball hits the paddle. eXtreme Pong adds a second axis of control: you can rotate the paddle freely.
Why rotation?
The design pillar is expressive skill. With rotation, the outgoing angle comes from two things the player controls:
- Where on the paddle the ball lands.
- The paddle's angle at the moment of impact.
Good timing rewards you with sharp, hard-to-reach shots. Bad timing sends the ball straight back. Nothing is random.
How it's built
- Unity + C#, with
Rigidbody2Ddriving the ball and paddles. - Ball speed scales with impact force, clamped between a minimum and a maximum, instead of following a fixed speed curve over time.
- Mouse control: up and down moves the paddle, left and right rotates it.
Next up
Collectible effects with an inventory, and an AI opponent with three difficulty levels: Easy, Normal and Hard.