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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:

  1. Where on the paddle the ball lands.
  2. 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 Rigidbody2D driving 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.

Related game: eXtreme Pong#extreme-pong#unity#game-design#physics