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Arcade › Neon Coil
Click the game above and it runs right here in your browser. No download, no installer, no account needed. xc acs built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Neon Coil yet. Play it, then tell xc acs what you would add next.
Neon Coil was built by xc acs 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.
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 browser arcade game titled "Neon Coil": a neon-styled Snake game played on a centered 22-by-22 square grid over a full-screen canvas. Use a very dark navy/black background with a subtle radial blue-violet gradient, faint cyan grid lines, and a glowing magenta border around the playfield. Keep the HUD as HTML layered over the canvas: at the upper left show the spaced, bold, glowing brand text "NEON COIL"; at the upper right show compact outlined stat boxes for SCORE, LENGTH, LEVEL, and SPEED, plus a Pause button. At the bottom center show the hint "ARROW KEYS / WASD · SWIPE OR TAP THE PAD" and a four-button directional pad arranged like a D-pad (up above left/down/right). Make the layout responsive: scale the grid cell size with the viewport while keeping the 22x22 board centered, and show the on-screen pad prominently on small screens but somewhat subdued on larger screens. On the initial screen, do not run the game yet. Center a modal panel over the board with a thin glowing pink border, dark translucent gradient fill, cyan/pink outer glow, the large two-line heading "NEON COIL", the text "Eat energy orbs, grow longer, and survive the accelerating grid.", and a bright cyan "START RUN" button. Clicking it starts a run and hides the modal. The game should also support starting with Enter or Space when not running and not in a game-over state. Core mechanic: implement classic grid Snake. The initial snake has three cells at coordinates (10,11), (9,11), and (8,11), moving right. Each movement advances one grid cell; movement timing starts at 0.17 seconds per step and accelerates as food is eaten. Allow direction changes through Arrow keys or WASD, and through the D-pad pointer buttons. Prevent immediate reversal both against the current direction and against the queued next direction. On touch/pointer input over the canvas, interpret a swipe longer than 18 pixels as the dominant horizontal or vertical direction. Ignore direction input while paused or not running. Place one glowing energy orb (food) at a random unoccupied cell, avoiding obstacles and also avoiding the central area around approximately (10,11) using the same Manhattan-distance safety rule. Render it as a pulsing magenta orb with a small white-hot center. When the snake head enters the orb, increase the score by 10 plus 5 times the current level, increase the snake length by retaining the added head rather than removing the tail, increment the food count, and place a new orb. Every five foods, increase the level (level = 1 + floor(food count / 5)), rebuild the obstacles, and trigger a stronger cyan pulse effect. Speed should be displayed to one decimal place and calculated as min(4.4, 1 + foods*0.055 + max(0, level-1)*0.08), so the movement interval is 0.17 / speed seconds. Update SCORE, LENGTH, LEVEL, and SPEED continuously. At level 1 there are no obstacles. On each higher level generate up to three additional random square obstacles per level, capped at 18 total (count = min(18, (level-1)*3)). Keep obstacle placement inside the board away from the outer two-cell boundary, avoid the snake, other obstacles, the food, and the same central safe region. Render obstacles as small rounded squares inset within their cells, alternating bright magenta and violet, with neon glow. Colliding with the outer edge, an obstacle, or any snake body cell ends the run immediately. Render the snake as rounded, slightly inset glowing cells with a repeating color sequence cyan, light cyan, violet, magenta. Give the head a stronger glow and a small white eye positioned toward its current facing direction. On eating food, briefly flash the whole canvas with a translucent cyan pulse and apply a short screen shake to the snake/playfield. Keep these effects subtle and arcade-like. Use crisp sans-serif UI typography, uppercase labels, generous letter spacing, thin cyan/magenta borders, and cyan/pink neon shadows throughout, matching a futuristic synthwave aesthetic. The Pause button and the P key toggle pausing only during an active run. When paused, stop movement and show a centered modal reading "PAUSED", the text "Your coil is safe. Resume when you are ready.", and a "RESUME RUN" button; resume hides the modal. On collision, stop the loop and show a centered modal reading "CRASHED" with "Score [score] · Best [best]" and "Level [level] · Length [length]", followed by a "RUN AGAIN" button. Persist the best score in browser localStorage under a suitable key and update it at game over. Keep the Pause button label as Pause/Resume according to state. Use a continuously rendered animation loop so the food pulses and the neon canvas remains visually alive even while the game is paused or at the title screen.