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Neon Coil

  • 2d
  • arcade
  • snake
  • neon
  • grid
  • mobile
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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. Golden Razz built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Neon Coil was built by Golden Razz 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 Neon Coil 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 Neon Coil

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 responsive 2D arcade Snake game titled "Neon Coil". Use a full-screen canvas with a fixed square 24x24 playfield centered on the screen; size the board to the smaller of viewport width minus about 28px and viewport height minus about 170px, capped around 640px, with a smaller-screen fallback. Keep the UI and canvas usable on both desktop and touch devices.

Gameplay: the player controls a three-segment neon coil/snake. It starts horizontally around grid coordinates (7,12), (6,12), (5,12), moving right. Move one grid cell at a time on a timed tick. The cyan food/spark is placed randomly on an unoccupied grid cell. When the head enters the spark, award 10 points, increase the snake length by one (do not remove the tail on that tick), spawn a brief cyan particle burst, and place another spark. The snake continually becomes faster as it grows: initial movement interval is about 145ms, reducing by 3.5ms per extra segment, down to a minimum of 58ms. The run ends immediately when the head leaves the 24x24 board or collides with any non-head segment. On collision, show a brief magenta particle burst at the collision location and open the game-over overlay. Store the best score persistently in local storage under a neon-coil best-score key and update it when the run ends.

Controls: support Arrow keys and WASD. Reject an attempted immediate 180-degree reversal. Provide on-screen touch controls at the bottom center in a 3-column by 2-row directional pad: up centered on the first row, left/down/right on the second row, with cyan outlined square buttons and arrow glyphs. Also support swipe gestures on the canvas: a drag longer than about 24 pixels chooses the dominant horizontal or vertical direction. The start screen and game-over restart button start a fresh run; Space starts when not currently running.

HUD and screens: put a fixed top bar centered over the board, spanning up to about 620px, with the glowing magenta brand "NEON COIL" on the left and boxed cyan text stats "SCORE 0" and "LENGTH 3" on the right. Before play, display a full-screen translucent dark radial-gradient overlay with a centered bordered panel: large glowing magenta NEON COIL heading, the instructional text "Eat the cyan sparks. Your coil grows — and every segment makes you faster.", and a glowing gradient button labeled "START RUN". On crash, replace it with the same style panel headed "CRASHED", showing "Final score" and "Best score", plus a "RUN IT BACK" button.

Visual style: dark futuristic neon cyber-grid. The page background should be nearly black navy (#050511), with a subtle radial background glow from deep blue at center to almost black edges. The playfield is a dark blue translucent square, outlined by a bright cyan border with strong bloom/glow. Draw a 24x24 grid of thin, low-opacity cyan-blue lines inside it. Render the food as a small cyan glowing diamond that slowly rotates. Render each snake segment as a glowing circular orb centered in its grid cell, radius about 39% of a cell: the head is bright pink/magenta with stronger glow, and the body is purple with a slight hue variation toward its tail. On eating and crashing, emit small square glowing particles that fade and drift outward. Use soft canvas shadow blur for all neon effects.

Keep the composition clean and minimal: no enemies, weapons, levels, camera movement, or extra mechanics. The only objective is to eat cyan sparks, grow the coil, increase the score/length, and survive without hitting the wall or itself.

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