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Arcade › Glow Snake
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Silas Kodesh built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Glow Snake yet. Play it, then tell Silas Kodesh what you would add next.
Glow Snake was built by Silas Kodesh 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 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 responsive browser game titled “Glow Snake,” a neon arcade Snake game rendered on a full-screen HTML canvas with a fixed HUD overlay. Use a 24 by 24 grid. Center the square playfield in the viewport, sizing each cell to fit within the available window (with margins for the HUD and controls); draw it as a dark translucent navy panel with a bright cyan glowing border and faint cyan grid lines. The overall background should be nearly black/navy with a subtle radial blue-violet glow centered around the play area and animated diagonal magenta streaks moving across the screen. The snake starts when the player presses START, with a four-cell horizontal body centered around row 12: head at grid position (8,12), followed by (7,12), (6,12), and (5,12), initially moving right. Draw the head as a bright almost-white cyan rounded square with strong glow. Draw the body as glowing rounded squares with a cyan-to-purple gradient along its length, so the trail has a luminous cyber/neon appearance. The snake advances one grid cell at a time on a timer, initially every 132 ms. The player must collect a single glowing plasma orb at a time; place each new orb randomly on an unoccupied grid cell. Render the orb as a pulsing magenta/pink radial-glow dot with a white center. When the head reaches the orb, increase score by 10, keep the new body segment, update the best score in persistent local storage, briefly tint/flash the screen magenta, and emit a burst of roughly 22 glowing particles from the orb that decelerate and fade. The snake cannot reverse directly into its current direction. If the next head position is outside the 24x24 board or intersects any existing body segment other than the current head, end the run. On game over, stop movement and show a centered translucent dark modal with a magenta border/glow, the heading “Game Over,” text showing the current Score and Best, and a RESTART button. Eating food increases the speed level by one for every 50 points (score 50, 100, etc.); display Speed starting at 1 and reduce the movement interval by 10 ms per level, down to a minimum of 62 ms. Display Score, Best, and Speed in cyan-bordered dark stat pills at the top right, with “GLOW SNAKE” in large cyan, letter-spaced branding at the top left. Best should persist between page reloads using local storage. On the initial screen, show a centered modal titled “Glow Snake” in large glowing magenta type, with the exact instructional idea: “Swipe anywhere, use arrow keys, or tap the neon D-pad. Eat plasma orbs, avoid walls and your own trail.” Include a prominent gradient cyan-to-magenta START button. Keep the game board, an initial food orb, HUD, directional controls, and background visible behind the modal. The modal should be hidden after starting. Include a pause button near the lower-right side of the screen showing a pause icon (Ⅱ); clicking it toggles pause. When paused, show a centered modal titled “Paused” with text explaining that the player can tap resume, press Space, or hit the pause button, and a RESUME button; resume should hide the modal and continue the timer. Support desktop keyboard controls: ArrowUp/Down/Left/Right and W/A/S/D set the requested direction. Space toggles pause and prevents normal page scrolling. Support mobile/touch input: provide a neon D-pad with up, left, right, and down arrow buttons. On smaller screens center this D-pad near the bottom; on wider screens place it toward the lower right. Also support swiping anywhere that is not a button: detect the swipe direction, requiring a minimum movement of about 22 pixels, and choose horizontal versus vertical based on the larger delta. Prevent page scrolling, text selection, and unwanted browser gestures. Add a small lower-left hint reading approximately “Mobile: swipe anywhere or use the D-pad. Desktop: arrow keys / WASD. Press Space to pause.” Use an Orbitron-like futuristic sans-serif font, high contrast white/cyan text, cyan and magenta neon shadows, translucent dark panels, rounded controls, and responsive sizing with safe-area bottom/top insets. The canvas should continuously animate the background, orb pulse, particles, and rendering even while the game is paused or on a modal, while gameplay movement itself must stop when paused or over. Ensure the HUD and controls are readable on both mobile portrait and desktop layouts and match the supplied screenshot’s cyberpunk neon aesthetic.