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Arcade › Glow Coil Arena
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Charlie built it with Cinevva, so it works on a phone or a tablet too.
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Glow Coil Arena was built by Charlie 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 Glow Coil Arena 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 browser-playable Three.js ES-module arcade game titled "Glow Coil Arena". It is a bright 2.5D growing-snake arena viewed from an angled, smoothly following orthographic camera: a large square cyan/aqua tiled floor with a visible blue grid, surrounded by four thick glowing dark-blue neon walls. Use a 42 x 42 arena, with the camera looking down from above and behind the player and subtly following the player’s position. Use clean arcade visuals with saturated emissive colors, soft glows, shadows, fog, and simple Kenney-style sprite assets: a repeated pixel-platformer tile for the floor, a gold coin sprite for food, transparent circle/star particle sprites for glows and effects, and a click sound for collection/elimination events. The player controls a constantly moving glowing green snake named YOU. Start it near the lower portion of the arena, traveling forward, with an initial length of 6 round segments. The snake consists of colored 3D spherical segments with a larger head, white eyes and dark pupils, plus a transparent additive glow behind each segment. Movement is continuous at speed 7.6; steer left/right using A/D or Left/Right arrows, changing heading with a turn rate around 3.15. Hold W, Up Arrow, or Space to boost to speed 11.4 while boost energy lasts; energy drains while boosting and regenerates when not boosting. The player can also be controlled on touch by swiping/dragging left or right, with touch in the upper part of the screen acting as boost. The snake wraps around neither walls nor edges: hitting a wall ends the run. Populate each match with 9 AI snakes, for 10 snakes total. Give them colorful glowing spherical bodies, names such as Byte, Zig, Nova, Koi, Turbo, Mango, Vex, Orbit, and Rift, and spawn them around the arena with varied lengths/speeds. They continuously move, steer toward the nearest food, turn away from walls, and have a slight wiggle. Snakes compete for pickups and are eliminated if they hit a wall, their own body, another snake’s body, or a mine. When an AI snake dies, replace up to five of its segments with new food pickups. The player also dies on these collisions; if shielded, consume the shield and survive the collision instead. Scatter 30 animated glowing food pickups around the arena. Each food is a gold coin sprite lying flat over an additive star/glow, spinning and pulsing. When any snake reaches food, respawn that pickup elsewhere, burst particles at the collection location, add 10 to that snake’s score, and grow it by 2 segments. For the player, maintain a combo that begins at 1, increases by 0.25 per food/powerup collection up to 5, expires after about 3.8 seconds without a collection, and multiplies score points; when combo is at least 3, player food growth is 3 segments instead. Keep snake bodies as movement samples so segments visibly follow the head. Scatter 5 animated powerups and 8 pulsing mine hazards. Powerups are colorful emissive torus rings with star glows and randomly have one of four types: SHIELD, MAGNET, SLOW, or BOOST. Shield lasts 10 seconds and protects from one mine or body/wall collision; Magnet lasts 11 seconds and pulls nearby food from within about 7.5 units toward the collecting snake; Slow applies roughly 7 seconds of reduced speed to all AI snakes; Boost refills the player’s boost energy. Respawn collected powerups elsewhere. Powerup collection awards combo points and produces colored burst particles. Mines are dark purple six-sided cone/spike shapes with red emissive pulse glows; animate their rotation and scale/pulse. Contact with a mine kills a snake unless its shield absorbs it, in which case the mine is respawned and a blue burst appears. Use a clear fixed HUD over the 3D view. At upper left, show dark translucent blue rectangular stat pills labeled SCORE, LENGTH, PLACE, TIME, BOOST, BEST, and POWER, with cyan small labels and large white values. SCORE is the player score; LENGTH is current body length; PLACE is ordinal rank; TIME is elapsed match time; BOOST is percentage energy; BEST is a browser-local saved high score; POWER shows active shield/magnet/slow/combo indicators and remaining seconds. At upper right, show a dark translucent leaderboard titled "Leaderboard" with the top 8 snakes sorted primarily by alive status and then length/score; list names and lengths, mark eliminated snakes with a ✕, and highlight YOU in yellow. At the bottom center, show a translucent instruction strip reading approximately "A/D or ◀/▶ turn • Hold W/Space to boost • P pauses • Swipe/hold on mobile • Collect food and powerups". On initial load, display a centered dark navy modal with a bright yellow border/glow, the title "Glow Coil Arena", explanatory text about collecting food, grabbing powerups, dodging mines, and climbing the leaderboard, and a yellow "Start Match" button. The match is paused until started. P toggles pause and should show a pause state in the time HUD and an appropriate start/pause overlay. When the player dies, hide the start overlay and show a centered game-over panel titled "Snake Down!" with final score, best score, length, ordinal place, and the death reason such as "hit the wall", "hit own body", "hit [AI name]", or "hit a pulse mine", plus a yellow "Play Again" button. Save the best score in localStorage and reset all snakes, pickups, hazards, particles, timer, score, combo, and energy when replaying. Include small glowing star/particle bursts for food, powerups, shields, and eliminations, and unlock/play the collection sound after the first user interaction. Expose window.getGameState() and window.setGameState(patch) for state inspection/patching, including score, elapsed time, pause/game-over state, boost, combo, player position/direction/length, and snake states.