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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. NXIS 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 NXIS what you would add next.
Glowcoil was built by NXIS 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 browser game titled “Glowcoil,” a neon arcade Snake-style game on a dark cyberpunk grid. Use a full-screen play area, capped around 860px wide, with a deep navy/black radial-gradient background that is brighter purple near the upper-middle and fades to almost black at the edges. Draw the game on a canvas. Overlay a subtle square grid in translucent indigo/purple, beginning below the top HUD; grid cell size should adapt to the viewport, approximately 16–28 pixels, with roughly 20 cells across the smaller screen dimension. Gameplay: when a run starts, spawn a glowing coil of exactly three circular segments centered on the grid, initially traveling right. The head is slightly larger and brighter cyan/teal than the trailing segments, and the body consists of closely spaced glowing cyan/green circular beads. Move one grid cell at a time on a timed interval, initially 150 ms per step. Place one bright pink/magenta glowing spark as food at a random unoccupied grid cell. The spark should pulse subtly in size and have a strong pink glow. The player steers the coil with one-direction-at-a-time movement: Arrow keys or WASD on desktop, on-screen directional buttons on touch devices, and swipe gestures on the canvas. Prevent an immediate reversal into the opposite direction. When the head reaches the spark, increase score by 1, grow the coil by one segment, spawn a new spark in a free cell, and emit a brief cyan particle burst. Each bite makes the game faster: reduce the step interval by 4 ms per point, down to a minimum of 58 ms; display speed as the initial 1.0x multiplied by 150/current interval, rounded to one decimal. The run ends immediately if the head leaves the rectangular grid or collides with any body segment. HUD: across the top, show three uppercase labels in lavender with wide letter spacing and a soft purple glow: “SCORE” with a large white numeric value, “LENGTH” with the current segment count, and “SPEED” with the multiplier followed by “x.” Keep the HUD legible over the grid and distribute the three readouts left, center, and right. The initial HUD is Score 0, Length 3, Speed 1.0x. Start/game-over UI: on initial load, pause the game and show a centered translucent very-dark purple panel with a thin rounded cyan border, subtle cyan inset glow, purple outer glow, and rounded corners. It should contain the large all-caps glowing cyan title “GLOWCOIL,” the text “Eat the sparks. Grow longer. The coil gets faster with every bite.”, a pill-shaped “START RUN” button with a cyan-to-violet horizontal gradient and blue glow, and a small muted instruction line: “Arrow keys / WASD · swipe or tap controls.” Clicking START RUN begins/reset the run and hides the panel. After a wall or self collision, stop movement and show a matching centered panel reading “COIL LOST,” followed by “Score [value] · Length [value]” with the score emphasized cyan and length magenta, plus a pill button labeled “RUN AGAIN” that resets the game. A spacebar press may also restart when not running. At the bottom center, provide a compact touch D-pad with four circular/rounded dark-purple buttons arranged as up above a row of left, down, right. Buttons have thin translucent cyan borders, cyan glow, and white triangle arrows. They should be fully usable on narrow touch screens; on wider screens they may be visually subdued until hovered. Support pointer/touch input without scrolling or browser gestures. Keep all visual style strictly neon: cyan/teal player and UI accents, hot pink food, lavender HUD, dark indigo background, soft bloom/glow effects, and no textures or extra enemies, power-ups, lives, weapons, or additional game modes.