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Glow Snake

  • 2d
  • arcade
  • snake
  • neon
  • mobile-friendly
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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. qurotaaeni built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Glow Snake yet. Play it, then tell qurotaaeni what you would add next.

Make your own game

Glow Snake was built by qurotaaeni 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.

Read the build brief for Glow Snake

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 portrait-friendly, full-screen 2D canvas game titled "GLOW SNAKE". It is a neon-styled classic Snake game on a fixed 22-column by 32-row grid, with a centered playfield that scales to fit the viewport: use the smaller of available width (viewport width minus about 28px) and available height (viewport height minus about 150px), with a minimum cell size of 8px. Center the board horizontally and place it below the header, with a little extra vertical offset. Use a very dark vertical gradient background, from approximately #08091b at the top to #03040b at the bottom.

Gameplay: begin in a READY? overlay state with a three-segment snake centered on the board, initially facing and moving right only after input. The snake occupies grid cells and starts with its head at the grid center, followed by two horizontal body cells to the left. The player controls four-directional movement with Arrow keys or WASD, and can also swipe on the canvas: a horizontal swipe turns left/right and a vertical swipe turns up/down. A tap pauses the game, while a tap in READY? starts it; tapping after a crash restarts it. Space or Enter starts the game, toggles pause during play, resumes from pause, and restarts after game over. Do not allow immediate reversal into the snake: reject a direction opposite the current direction or opposite the already queued next direction.

Update the snake on a timed grid step. The initial interval is 170ms and gets faster as the snake grows, using max(62ms, 170 - min(100, snake length * 4.5)); show this as a SPEED multiplier of 170 divided by the current interval, formatted to one decimal. On each step, move the head one grid cell. If it exits the 22x32 board or collides with any snake segment, end the game. Otherwise add the new head. If it enters the food cell, increment score, keep the tail so the snake grows by one, update the persistent best score, and place food randomly on an unoccupied grid cell. If no food is eaten, remove the tail. Store the best score in localStorage under "glowSnakeBest" and initialize it to zero if absent.

Visual style: render everything with crisp canvas shapes and soft neon glow. The board should be a translucent dark navy rounded rectangle with a subtle blue border, around 5px larger than the grid on every side, with rounded corners around 14px. Draw faint blue grid lines for all 22 columns and 32 rows. Draw food as a small magenta/pink glowing circle centered in its cell, approximately 31% of a cell radius, using #ff5de4 with #ff49db shadow. Draw each snake cell as a rounded rectangle inset about 2px inside its cell, leaving a 4px total gap; use bright cyan (#39e7ff) for the body with cyan glow, and white (#f9ffff) for the head with stronger white glow. Use a rounded corner radius around one quarter cell (at least 3px).

HUD: above the board, center the large bold glowing title "GLOW SNAKE" in pale cyan/white. On the left aligned to the board, show SCORE in muted blue-gray uppercase text and the current score in larger white text below. On the right aligned to the board, show "BEST  " followed by the persistent best score in muted blue-gray, with the value area visually accented in the HUD, and show the pink/magenta text "SPEED xN.N" below. At the very bottom center, show the muted instruction text "Swipe to turn  •  Tap to pause".

Overlay states: while not started, paused, or crashed, draw a translucent nearly-black overlay only over the board interior. Center a glowing white message: "READY?" before starting, "PAUSED" during pause, and "CRASHED" after collision; use cyan glow for READY?/PAUSED and pink/red glow for CRASHED. Under it show, respectively, "Swipe or press an arrow key to start", "Tap or press Space to resume", or "Tap or press Enter to restart". Keep the game running via requestAnimationFrame and redraw continuously, but do not advance the snake while READY, paused, or game over. Make the canvas responsive to window resizing and support high-DPI displays while preserving the dark neon arcade presentation.

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