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Arcade › Apple Gate Snake
Click the game above and it runs right here in your browser. No download, no installer, no account needed. mjshehadi54 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Apple Gate Snake yet. Play it, then tell mjshehadi54 what you would add next.
Apple Gate Snake was built by mjshehadi54 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 Apple Gate 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.
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 top-down grid-based snake game titled “Apple Gate Snake,” rendered in a flat orthographic Three.js style. The playfield is a 25-by-17 tiled maze occupying the screen: alternating dark navy-blue floor squares, a one-tile stone-like border and scattered rectangular interior wall obstacles. Use a very dark blue background around the board. The snake is initially three cells long, moving one grid cell at a time, with a bright mint/aqua square head and alternating green body segments; add two small pale eyes on the head oriented toward its current direction. The player controls movement with Arrow keys, WASD, or a large translucent on-screen four-button d-pad (up, left, right, down) at the bottom left. Include a bottom-right Pause button and support space/P for pause. There are 90 sequential levels. At the start of each level, show a top HUD with “Level X / 90,” “Apples 0 / 5,” “Length 3,” and “Lives 3.” Each level places one red/pink apple at a time in an unoccupied open cell; draw it as a red square with a small light shine and subtle dark shadow. When the snake eats an apple, increase the apple count and score, and spawn the next apple until five have been eaten. Eating an apple grows the snake by one segment. After five apples, turn the exit on the middle cell of the right wall into an open glowing cyan/blue door/portal; before then it is a solid brown/orange closed door. The player must steer into the open door to advance. Show a status message such as “Level 1: eat 5 apples,” “4 apples left,” or “Door open! Get to the glowing exit.” Increase movement speed gradually and increase the number/density of interior maze wall patterns as levels rise. The outer border and interior walls are solid; colliding with a wall or the snake’s own body costs one of three lives and resets the snake. If lives reach zero, show a centered Game Over card with a Restart button. After clearing level 90, show “All 90 Cleared!” and the final score. Some levels randomly contain a purple diamond-shaped crack tile on an open floor cell. It should be visible until touched. When the snake steps on it, switch to a secret-room version of the same grid: use purple checkerboard floor colors, a solid outer border, and a vertical central wall divider with a gap at the middle. Reset the snake to the left side, place a blue glowing ring portal near the right side at the middle row, and spawn a red square monster with two pale eyes in the upper-left area. Hide the normal apple/door objective while in this room and update the HUD to indicate “Secret room.” On each monster update, have it pursue the snake head through open cells. The player must reach the blue portal to escape, return to the normal maze, preserve the level progress, and receive a bonus score. If the monster reaches the snake head, lose a life and restart the secret room (or end the game if no lives remain). Add subtle visual feedback such as rotating portal rings, brief message emphasis, and a small camera shake on collisions, secret-room entry, and escape. Use a dark navy translucent HUD panel with rounded corners and a light border, white bold Inter-like text, pale blue instructional hint text, and a mint pixel-style title on the start overlay. The centered start overlay should explain: clear 90 maze levels, eat five apples to open each exit, and use purple cracks to enter monster rooms and reach blue portals. Include a large green gradient Start button, and an orange/yellow Restart button for failure. Keep the game responsive to desktop and mobile screens, with the board fitting the available aspect ratio and touch controls usable without scrolling.