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Arcade › Neon Coil

Neon Coil

  • 2d
  • arcade
  • snake
  • neon
  • 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. Marcos Palomo built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Neon Coil yet. Play it, then tell Marcos Palomo what you would add next.

Make your own game

Neon Coil was built by Marcos Palomo 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 playable browser game titled “Neon Coil,” a neon-styled Snake game viewed straight down in a fixed, full-screen 2D playfield. Use a 24×24 logical grid centered on the screen; draw a square board whose size is the grid cell size times 24, with a glowing blue outline and faint blue grid lines. The background should be very dark navy/black with a subtle radial blue glow centered behind the board. Keep the canvas responsive: center the board and scale its cells to fit the viewport, with a minimum cell size around 14px.

At the start, show a centered modal overlay over the dimmed board. The panel is dark translucent navy with a thin magenta border and soft blue/magenta glow. Display the large, widely letter-spaced title “NEON COIL” in white with cyan and pink neon text glow, followed by the exact instructional message: “Eat the glowing cores. Every bite makes the coil longer — and faster.” Include a bright rectangular “START RUN” button with a cyan-to-pink horizontal gradient, dark bold uppercase lettering, cyan border, and glow. Clicking it, or pressing Space, starts a fresh run and hides the overlay.

The player is a three-segment snake/coil initially centered on the grid, moving right. The head is a bright pale cyan rounded square with cyan glow; the body segments are smaller-looking rounded squares rendered in luminous cyan/blue-to-teal hues, with a strong glow. Move continuously one grid cell at a time. The movement interval starts at 0.16 seconds and becomes faster as the snake grows: speed is 1.0× initially and is calculated as min(3.8, 1 + snake length × 0.075), with movement interval 0.16 / speed seconds. Place one glowing collectible core at a random unoccupied grid cell. Render it as a pulsing hot-pink/magenta circular orb with a small white center and pink glow. When the head enters the core, award 10 points, increase the snake length by one (do not remove the tail on that step), increase speed according to the formula, spawn a burst of about 14 small pink particles at the eaten cell, and place a new core randomly on an unoccupied cell.

The grid wraps at all four edges: moving beyond one edge re-enters from the opposite edge. The only collision is with the snake’s own occupied segments; if the next head cell is already occupied, end the run immediately. On game over, stop movement and show the overlay again, changing the heading to “RUN ENDED,” the message to “You reached [score] points at [speed]x speed.” using the final values, and the button label to “RUN AGAIN.” Starting again resets the snake, score, speed, particles, and food.

At the top center, show a compact responsive HUD row of three rounded pill badges: “SCORE” with the current score, “LENGTH” with the current snake length, and “SPEED” with the current speed formatted to one decimal place followed by “x.” The pills have translucent dark backgrounds, thin cyan borders, subtle inset and outer cyan glow, uppercase spaced labels, and bright white values. At the bottom center, show a 4-button directional pad arranged like a diamond/cross: Up on the top row, Left/Down/Right on the bottom row. Buttons are 52×52px rounded dark translucent squares with cyan borders and cyan arrow glyphs; on larger screens they may appear slightly faded. The controls should work by pointer/touch press and keyboard: Arrow keys and W/A/S/D move up/left/down/right. Prevent reversing directly into the current direction (ignore a direction request whose vector is the exact opposite of the current direction). Use touch-friendly full-screen canvas behavior and prevent page scrolling. Maintain the polished minimalist arcade presentation with no extra enemies, powerups, weapons, lives, walls, or camera movement.

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