One base game, five ways to break it. Each concept keeps Pong's two paddles and its scoring, then puts something in the court that decides where the ball actually goes.
3 of 5 built
#01Pong × Asteroids
SPLIT
Rocks drift through the court, and the ball is the only thing that can break them — but every break throws two smaller ones back into the field, so clearing the lane and cluttering it are the same shot.
#02Pong × Gravity
WELL
Violet wells pull the ball in and green ones push it away. They fade into the court at random, live about ten seconds and fade out again, so the field is weather rather than a puzzle to learn. Two shots in three now arrive more than half a paddle from where a straight line says — and the well never changes how fast the ball is going, only where it ends up.
#03Pong × Arkanoid
WALL
A brick field stands in the middle of the court. Bricks score nothing — they are terrain, and the rally you win is the one where you spent your hits carving the lane you wanted rather than the one your opponent left you.
#04Modifier · Spin
CURVE
The paddle's own speed at the moment of contact goes into the ball as spin, and spin bends the flight path afterwards. Blocking still returns the ball; only swinging decides where it ends up — and a curving ball can no longer be read off a straight line, by you or by the machine.
#05Pong × Tug of War
TUG
Every hit doubles the ball, uncapped — 2, 4, 8, and the paddle stops being big enough. There is one shared meter instead of two scores, so a player who is comfortably ahead can lose the match to a single burst of misses. Half of all matches are won by someone who was three steps from losing.