Pongo
Pongo is a 2D recreation of the classic Pong game developed in Unity, featuring both single-player and local multiplayer modes. Players can compete in two match types: Time Limited, where the highest score wins within a set duration, or Goal Limited, where the first player to reach a target score wins. The game includes optional power-ups that spawn dynamically during matches, introducing gameplay variations such as extra balls and paddle size modifications.
Key Features
- Single-player mode with AI opponent.
- Local multiplayer for two players.
- Two match types: Time Limited and Goal Limited.
- Optional dynamic power-ups (extra balls, paddle size modifiers).
- Responsive paddle controls and smooth ball physics.
- Complete game flow including menus, match settings, pause, and restart.
- Playable on PC and WebGL (browser).
Screenshots

Challenges & Solutions
Challenge
This was my first game developed without following a tutorial, which made it challenging to structure the project and design the systems independently.
Solution
I broke the project into small milestones and designed each system step by step, focusing on building reusable logic and maintaining clean, organized code.
Challenge
Ensuring the ball movement and collisions felt consistent and responsive was difficult, especially when handling increasing speed and accurate bounce angles.
Solution
Implemented physics-based movement with controlled velocity adjustments and collision handling logic to maintain predictable behavior and smooth gameplay.
Challenge
Creating an AI opponent that felt fair and playable without being too easy or impossible to beat.
Solution
Developed a simple tracking-based AI with adjustable reaction speed and movement limits to balance difficulty and create a more natural gameplay experience.
Project Overview
Technologies
Development Process
Pongo was developed as a personal learning project with the goal of building a complete game independently without relying on tutorials. I began by implementing the core gameplay loop, paddle movement, ball physics, collision handling, and scoring; ensuring that each system functioned reliably on its own before integrating them together. Once the foundation was stable, I added AI behavior for single-player mode and introduced two match types (Time Limited and Goal Limited) to expand replayability. The final phase focused on polish and refinement, including power-up systems, UI feedback, and gameplay balancing to ensure smooth, responsive matches and a satisfying player experience.
Timeline
Week 1
Core gameplay implementation – paddle movement, ball physics, and collision system
Week 2
Game systems – scoring logic, match rules (Time Limited & Goal Limited), and game flow
Week 3
AI opponent development and difficulty tuning
Week 4
Power-ups, UI, polishing, WebGL build, and final testing