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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. Ms. Eva built it with Cinevva, so it works on a phone or a tablet too.
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Glow Snake was built by Ms. Eva 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 browser-playable 2D top-down arcade snake game titled “Glow Snake.” Render the game on a full-viewport HTML canvas with a smooth camera following the player through a finite 2400 x 1600 open arena. Use a very dark navy background (#07111f) with a subtle blue radial arena glow, a faint cyan grid at 80-pixel intervals, and a thick glowing cyan rectangular boundary around the world. The visual style is clean neon sci-fi: rounded translucent dark HUD panels with thin pale-blue borders, soft shadows, and bright cyan/lime/yellow/pink/purple glow effects. The player controls a continuously moving snake named “You,” starting at the center with length 16. The snake is made from a smooth connected trail of round segments spaced about 12 pixels apart, with a bright cyan-to-blue gradient, a luminous halo, a larger round head, and two small dark eyes positioned in the direction of travel. The head should smoothly turn toward the mouse or touch/pointer direction relative to the screen center; keyboard steering with WASD and arrow keys must also work, taking priority when pressed. The camera smoothly follows the player and clamps near the finite arena edges, so the player sees a moving section of the grid rather than the whole world at once. Populate the arena with about 185 randomly distributed glowing food pellets. Each pellet is a small pulsing colored orb with a larger transparent glow, generally using hues from cyan/blue/pink/purple. When the player or an AI snake’s head reaches a pellet, remove it, increase that snake’s desired length by roughly 1.8 per value point, create a small burst of glowing particles, and immediately spawn a replacement pellet elsewhere. A normal pellet has value 1 and gives the player 10 score points. Longer snakes visibly have longer trails. Start eight AI snakes in addition to the player, using varied neon color pairs such as lime/green, orange/yellow, pink/purple, yellow/orange, teal, red, and violet. Give them names from a pool including Fizz, Orbit, Lime, Comet, Bolt, Pixel, Viper, Mango, Echo, Bloop, and Zest; render each AI as a glowing segmented snake with a round head, eyes, and its name floating above the head. AI snakes continuously move, seek nearby food within roughly 320 pixels, wander when no target is available, steer toward the arena center when near a wall, and repel themselves from nearby snake bodies. Their movement is slightly slower than the player and their turning is less responsive except while avoiding danger. The core goal is survival and growth: avoid the cyan arena boundary and all snake bodies, including your own body behind the head. A head collision with a wall or body kills the snake. When an AI dies, remove it and scatter hot, larger yellow/orange bonus pellets along its body (each worth 3 and producing larger particle bursts), then respawn another AI after about 3.2 seconds from a random arena edge so the population stays near eight. When the player dies, leave the player scene visible, stop gameplay, and show a centered translucent “Game Over” panel with the final score and integer length plus a prominent rounded gradient “Restart” button. Restart resets the arena, score, food, snakes, boost energy, and camera. Add a boost/sprint ability. Holding Space or either Shift key, or pressing and holding a dedicated on-screen Boost panel, spends energy and increases player movement speed by about 1.68x. Boost should only start when energy is at least 8 and the player is longer than 12 segments. The energy meter starts full at 100, drains at about 34 per second while boosting, and regenerates at about 20 per second when inactive. The player’s glow becomes more intense and yellow sparks emit around the rear portion of the body during boost. The bottom-center Boost panel should show a horizontal cyan-yellow-pink energy bar and status text such as “Hold Space / Shift,” “Sprinting,” or “Recharging.” On narrow mobile screens, place this panel above the lower-right leaderboard and make it span most of the width; support touch press-and-hold. Build the HUD as fixed overlays above the canvas. In the upper-left, show a rounded translucent panel labeled “SCORE” with a large numeric score starting at 0 and the hint “Mouse/touch steers. WASD/arrows move. Hold Space or Shift to boost.” In the upper-right, show a “LARGEST SNAKES” leaderboard listing up to five living snakes sorted by length, with rank, glowing circular color swatch, name, and integer length. On small screens adapt the panel sizes, hide the hint, and move the leaderboard to the lower-right. On larger screens add a small translucent minimap in the lower-left, showing the world rectangle and colored dots for all living snakes, with the player dot larger and brighter. Include subtle glowing particle bursts when pellets are collected, snakes die, and boost sparks are emitted. Keep controls touch-friendly, prevent page scrolling, and allow Enter or Space to restart after game over.