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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. Maura McVey 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 Maura McVey what you would add next.
Glow Snake was built by Maura McVey 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 playable arcade Snake game titled “Glow Snake” in a full-screen responsive browser canvas. Use a fixed square 23x23 logical grid, viewed from an elevated three-quarter perspective camera looking down at the center of the arena (camera around x=0, y=21, z=17, perspective view), so the square playfield recedes toward the top of the screen. Render the scene in Three.js with a very dark navy/black background, fog, ACES-style tone mapping, and strong UnrealBloom-style postprocessing for neon glow. The arena is a dark circuit-board-like square floor, approximately 24.2 units wide, with a subtle dark blue metallic floor slab. Draw thin cyan grid lines across every cell in both directions, slightly above the floor, with low opacity and a faint animated rotational sway. Enclose the grid with four low, thick glowing purple/magenta walls: north, south, west, and east. The walls should be visibly neon-lit but remain low rectangular barriers. The snake starts on reset as four cells in a horizontal line at grid coordinates (-3,0), (-4,0), (-5,0), (-6,0), moving right. It advances one cell at a time on a timer, initially every 0.145 seconds. Steering is grid-based: support keyboard WASD and Arrow keys, with up/down/left/right changing the intended direction. Prevent immediate 180-degree reversals relative to the current direction. Also provide large translucent neon cyan on-screen directional buttons arranged as an up arrow above, left/right arrows in a middle row, and a down arrow below for touch devices. Use pointer/touch presses for these controls. Represent each snake cell as a glowing beveled-looking cyan rectangular block hovering slightly above the floor. Make the head larger and bright white/cyan with strong cyan emissive light; use cyan emissive material for the central body; color the last few tail segments purple with magenta emissive glow. Add a very subtle vertical bobbing animation to segments. The snake grows by one segment whenever it eats food. Place one food item at a time on a random unoccupied grid cell. It is a small bright faceted icosahedron/orb with a pale yellow-white surface and intense magenta emissive glow, accompanied by a magenta point light. Animate it by pulsing in scale, rotating, and varying its light intensity. When the snake head reaches the orb, award 10 points, grow the snake, spawn another orb at a new empty location, and increase speed by multiplying the step interval by 0.965, down to a minimum interval of 0.07 seconds. Update the status text to report the orb was eaten and the current speed percentage. The snake crashes if its next head cell leaves the playable coordinates -11 through 11 in either axis (wall hit), or if it lands on any current snake segment (self hit). On crash, stop movement, save/update a persistent best score in localStorage, and show a centered modal overlay. The modal should dim the arena and contain a dark translucent rounded card with a bright magenta border and glow, a large magenta “CRASH” heading, a cyan/white line such as “Wall hit • Score 10” or “Self hit • Score 10,” and a glowing cyan Restart button. Restart resets the snake, score, speed, direction, pause state, and hides the modal. Build a HUD over the canvas. At the top, show three dark translucent glass-like rounded panels with cyan borders and neon shadows: a wide left panel containing the cyan glowing title “Glow Snake” and status/help text (“Eat the pulse-orbs. Don’t hit walls or yourself.” initially), then compact centered Score and Best panels with magenta labels and large white glowing numeric values. On desktop, show a bottom-center instruction panel reading “WASD / Arrows move • Space pauses • R restarts.” On small screens or coarse-pointer devices hide that instruction and show the directional touch pad at lower left. Show a large PAUSE button at the lower right with the same translucent cyan neon treatment; clicking it or pressing Space toggles paused/resumed state, changes the label to RESUME while paused, and updates status text to “Paused.” or the normal instruction. While paused, do not advance the snake. Pressing R or the Restart button starts a fresh game. Keep the interface responsive and prevent page scrolling or pinch zooming. Use an Orbitron-like futuristic font, cyan (#00f5ff), magenta (#ff4dff), purple, and dark navy colors throughout, with neon bloom around the arena, snake, orb, walls, and UI.