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3D Snake

  • 3d
  • snake
  • arcade
  • neon
  • grid
  • endless
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. rennerellistx built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about 3D Snake yet. Play it, then tell rennerellistx what you would add next.

Make your own game

3D Snake was built by rennerellistx with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix 3D Snake opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for 3D Snake

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a playable browser game titled “3D Snake” using a dark, minimalist Three.js-style 3D presentation. The game is a snake moving cell-by-cell through a cubic 3D arena. Use a 13 x 13 x 13 integer grid with coordinates from -6 to 6 on each axis. Show the arena as a large translucent dark-blue cube with bright cyan-blue outlined edges, subtle fog, a dim floor grid, and sparse horizontal level guide lines. The background should be nearly black navy (#06101c), with cool cyan lighting and bloom-like emissive colors but no elaborate scenery.

The snake starts with three segments in a straight line at grid cells (0,0,3), (0,0,4), and (0,0,5), with the head at (0,0,3), initially moving toward decreasing Z. Render each segment as a slightly separated rounded-looking cube/box: the body is vivid emerald green with a darker green emissive glow, and the head is a brighter pale mint green with stronger glow. The snake advances automatically one grid cell roughly every 0.18 seconds, with smooth visual interpolation between cells. It grows by one segment when it reaches the food and increments the score by 1. Spawn one collectible at a time at a random unoccupied grid cell. Render food as a glowing cyan faceted object (an icosahedron-like jewel; the help text may refer to cyan cubes), slowly rotating and bobbing vertically.

The goal is to eat as many cyan collectibles as possible. End the game immediately if the next head cell leaves the cube boundary or collides with any existing body segment; do not wrap around. On game over, stop movement and show a centered dark translucent overlay with a thin cyan border, the heading “Game Over,” the final “Score N,” and a “Play again” button. Restarting or playing again resets the snake, score, food, and running state.

Use a dynamic follow camera positioned just ahead of and slightly above the snake’s head, looking forward in the current movement direction into the arena. Smoothly ease both camera position and orientation as the snake turns, creating an immersive forward-facing 3D view rather than a fixed top-down view. Use a perspective camera, fog beginning around the middle distance, soft hemisphere lighting, and a directional light from above/front. The visible geometry should have a clean neon sci-fi arcade aesthetic: glowing green snake, cyan food and boundary lines, dark blue transparent volume, and subdued grid.

Provide desktop and touch controls. Keyboard controls: ArrowUp or W moves toward negative Z, ArrowDown or S toward positive Z, ArrowLeft or A toward negative X, ArrowRight or D toward positive X, Q moves upward along Y, and E moves downward along Y. Ignore direct 180-degree reversals so the snake cannot immediately turn back into itself. Space toggles pause/resume. Include a top HUD overlay with a rounded translucent panel centered near the top containing “3D SNAKE,” “Score 0” (updated live), and “Arrow keys / WASD + Q/E.” At top right place rounded “Pause”/“Resume” and “Restart” buttons. At bottom left show a rounded help panel reading approximately “Move: arrows or WASD   Vertical: Q / E   Goal: eat cyan cubes, avoid yourself.” At bottom right provide a 3x3 touch control pad: up arrow, plus/up-vertical button, left arrow, a center “FWD” button, right arrow, down arrow, and minus/down-vertical button, with blank corners. Buttons should be dark blue translucent rounded rectangles with thin cyan borders and light text, matching the screenshot’s responsive mobile-friendly HUD. Hide the help text on narrow screens and reposition the top bar appropriately for mobile widths. Ensure the game fills the viewport with no page scrolling.

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