2025-11 Dev-log #2
[p]Hello everyone, this is the PengPong Team.[/p][p][/p][p]Jong:[/p][p]It has been a while since I last greeted you through a devlog. I am Jong, the leader of the Pengpong Production Team.[/p][p]PengPong has been progressing smoothly according to our internal milestone schedule, and the team is continuing to improve the overall quality of the game. Although the game is not yet widely known, we are genuinely excited to see the wishlist numbers for both the prologue and main game gradually increasing. The curiosity and feedback we hear through this demo also give our team both motivation and a strong sense of responsibility to deliver an enjoyable experience.[/p][p]Today, we would like to share the insights we gained from the recent global Focus Group Test on the G.ROUND platform, as well as the valuable feedback we received at G-STAR, the largest gameshow in Korea. Based on these, we will explain the direction we plan to take for future improvements.[/p][p][/p][p]
[/p][p]Hwang:[/p][p]Hello, I am Hwang, responsible for the main development and game direction of PengPong. I would like to briefly introduce the feedback we gathered and share what you can expect from the upcoming demo.[/p][p]Across two Focus Group Tests, a total of 269 players from 36 countries played PengPong and provided very positive, constructive, and productive feedback.[/p][p]Many players highlighted the satisfaction of actively deflecting pucks or weapon objects with a hockey stick and controlling the angle and trajectory. They felt this system broke genre conventions and required engaging interaction, providing both tactile fun and a meaningful learning curve.[/p][p]Players also praised how intuitive the core controls feel. Many commented that the game is easy to understand immediately with only a short tutorial, and the in-game control hints helped lower the entry barrier.[/p][p]Fans of roguelike and bullet heaven genres shared that they would comfortably recommend the game. Many recognized it as a light and clearly structured experience, making it suitable for quick runs during short breaks.[/p][p]We also received important feedback regarding improvements. Some players felt that upgrade values are too small and that progression within each run does not feel impactful. Because the system relies heavily on elements such as the shop and roulette, players wanted a clearer sense that they were improving through their actions. Others pointed out that the early phase lacks the immediate excitement often seen in similar genres. A number of players also mentioned that the gameplay structure feels simple, that variation between runs is limited, and that long-term motivation is weakened by the lack of clear rewards or meta-progression.[/p][p]We discussed these points internally and decided on several major updates. Young will now describe these ideas in more detail.[/p][p][/p][p]
[/p][p]Young:
Hello, I am Young, the artist of the PengPong Team.[/p][p]We would like to share several major updates we are preparing based on the feedback from G-STAR and the Focus Group Test. Written text may not fully capture everything, but we hope this helps explain our direction. If you have additional ideas, please feel free to send them through Discord or any of our other communication channels.[/p][p]Regarding the camera position and HUD size, some players felt that the HUD was too small. Since we preemptively optimized for devices like the Steam Deck, we realized that the experience could be uncomfortable for players using very large or ultrawide monitors. In the next demo, we plan to allow players to adjust the HUD size directly.[/p][p]Regarding growth and progression speed, we agreed with the feedback that gameplay feels limited during waves and that growth is only noticeable at wave intervals. To address this, we are improving the system so that leveling up happens immediately within a wave. We are also preparing special events for each wave, offering new gameplay elements beyond the shop and roulette. Through this, we aim to make progression feel more dynamic and rewarding.[/p][p]Regarding the diversity of monster patterns, we are aware that boss stages currently feel quite underwhelming. We have always wanted to create more exciting and meaningful bosses, but as various gameplay systems evolved, some parts could not keep up. We can confidently say that the February demo update next year will feature significantly more enjoyable and diverse monster and boss patterns. We are actively exploring new ideas, so we ask for a little more patience.[/p][p][/p][p]
[/p][p]The PengPong Team will participate in the BeaverRocks Indie Game Festival in Korea this December, as well as G-EIGHT in Taiwan, an exciting event we are very happy to attend. You will be able to play the latest builds at both events, and our developers will be on-site to showcase the game. Interpreters will also be available, so please feel free to visit, play, chat, share feedback, or even discuss potential opportunities.[/p][p]We always welcome your thoughts on Discord, and the PengPong Team will respond directly.[/p][p]We look forward to returning next month with even better updates.[/p][p]Thank you.[/p]
Hello, I am Young, the artist of the PengPong Team.[/p][p]We would like to share several major updates we are preparing based on the feedback from G-STAR and the Focus Group Test. Written text may not fully capture everything, but we hope this helps explain our direction. If you have additional ideas, please feel free to send them through Discord or any of our other communication channels.[/p][p]Regarding the camera position and HUD size, some players felt that the HUD was too small. Since we preemptively optimized for devices like the Steam Deck, we realized that the experience could be uncomfortable for players using very large or ultrawide monitors. In the next demo, we plan to allow players to adjust the HUD size directly.[/p][p]Regarding growth and progression speed, we agreed with the feedback that gameplay feels limited during waves and that growth is only noticeable at wave intervals. To address this, we are improving the system so that leveling up happens immediately within a wave. We are also preparing special events for each wave, offering new gameplay elements beyond the shop and roulette. Through this, we aim to make progression feel more dynamic and rewarding.[/p][p]Regarding the diversity of monster patterns, we are aware that boss stages currently feel quite underwhelming. We have always wanted to create more exciting and meaningful bosses, but as various gameplay systems evolved, some parts could not keep up. We can confidently say that the February demo update next year will feature significantly more enjoyable and diverse monster and boss patterns. We are actively exploring new ideas, so we ask for a little more patience.[/p][p][/p][p]