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Arcade › Glowcoil
Click the game above and it runs right here in your browser. No download, no installer, no account needed. RISKITRI WIGIH SAYEKTI built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Glowcoil yet. Play it, then tell RISKITRI WIGIH SAYEKTI what you would add next.
Glowcoil was built by RISKITRI WIGIH SAYEKTI 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 Glowcoil 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 single-screen neon arcade Snake game titled “Glowcoil.” The game is played on a square 24x24 grid inside a centered, rounded rectangular board. Use a very dark navy-to-black background with subtle blue-purple grid lines, a deep indigo outer frame with rounded corners, thin blue border, inner glow, and a futuristic neon UI. Above the board show the cyan glowing brand name “GLOWCOIL” on the left. On the right show three live stats labeled SCORE, LENGTH, and SPEED, with white glowing values; start at 0, 3, and 1.0x respectively. The player controls a three-segment snake/coil. At the beginning of a run its cells are at grid coordinates (8,12), (7,12), and (6,12), moving right. The head is a bright yellow-green rounded square with a small dark eye; the body is made of glowing cyan-to-blue rounded squares, with the color subtly varying toward the tail. Draw each segment inset within its grid cell and use strong neon shadows. A single collectible orb appears at a random unoccupied grid cell. Render it as a small pulsing hot-pink/magenta glowing orb with a tiny white highlight. The snake advances in discrete timed steps, initially every 145 milliseconds. Arrow keys and WASD steer up, down, left, or right; do not allow an immediate 180-degree reversal. On coarse/touch devices, display a four-button directional pad below the board with cyan ▲, ◀, ▼, and ▶ buttons. Pressing a direction before a run starts should begin the run and apply that direction. Space toggles pause during a run. When the head reaches the orb, increase score by 10, grow the snake by one segment, spawn another orb at a random empty cell, briefly flash the board, and emit a short burst of about 14 pink-white glowing particles from the eaten orb. Increase movement speed as the snake grows using a step interval of max(58ms, 145ms minus 4.1ms times the snake length), and show the multiplier as 145 divided by the current step interval, formatted to one decimal place. The snake continues wrapping nowhere: hitting any board edge ends the run, and colliding with any body segment also ends it. On game over, stop movement, save a persistent best score, and show the centered translucent blurred overlay with the title “RUN ENDED,” text formatted like “Score [score] · Best [best]. The coil got too close to itself.” and a cyan “RUN AGAIN” button. The initial overlay should cover the board with a translucent dark blur and show a large white “GLOWCOIL” title with a pink glow, the message “Eat the bright orbs. Every orb makes you longer — and faster.” and a cyan glowing “START RUN” button. Starting or restarting resets score, speed, particles, snake, direction, and places a new orb. Keep the visual style clean and minimal: black/navy canvas, blue-violet grid and framing, cyan interface highlights, lime/yellow-green snake head, cyan body, and hot-pink food. The board should scale responsively to fit the viewport, remain square, and have a maximum width around 680px. Add the bottom hint on keyboard layouts: “Arrow keys / WASD to steer · Space to pause · Don’t bite your tail”. Use bold uppercase typography, letter spacing, glowing text, rounded controls, and no extra gameplay elements beyond the snake, orb, particles, grid, HUD, overlays, and pause behavior described.