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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. Nelson Medina Gutierrez 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 Nelson Medina Gutierrez what you would add next.
Glowcoil was built by Nelson Medina Gutierrez 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 playable 2D neon arcade Snake game titled “Glowcoil.” Use a full-screen responsive canvas centered in a dark sci-fi interface, with a fixed grid playfield sized dynamically to the viewport (roughly 30 columns by 20 rows at 20px cells on a 900x900 view, with minimum dimensions around 18 columns and 14 rows). The playfield is a very dark navy rectangle with thin evenly spaced blue grid lines, surrounded by a nearly black radial-gradient background. At launch, show a centered translucent dark glass panel with a thin cyan border and subtle cyan/pink glow. It contains the large glowing cyan title “GLOWCOIL,” the subtitle “Eat the sparks. Grow longer. Survive the acceleration.”, a pink outlined “START RUN” button, and the hint “Arrow keys / WASD · swipe or tap the pad on mobile.” Keep the HUD visible behind/above it: top-left cyan spaced-lettering brand “GLOWCOIL”; top-right stats reading SCORE 0, LENGTH 4, SPEED 1.0x, with the values pink. When the run starts, hide the panel and spawn a four-segment snake centered on the grid, initially moving right. The head is a bright lime-green glowing square, while the body is made of cyan glowing squares with decreasing opacity toward the tail. Leave small padding between segments so the grid remains visible. Place one pulsing hot-pink glowing spark/ball at a random unoccupied grid cell. The player controls the snake in four cardinal directions using Arrow keys or WASD. Prevent immediate 180-degree reversals. Also support mobile controls: show a four-button directional pad near the bottom on coarse/pointer-touch devices, with cyan outlined dark buttons and arrow glyphs; support swipe gestures on the canvas to choose a direction. Advance the snake in discrete grid steps, with smooth timing driven by an acceleration mechanic. The initial step interval is about 0.16 seconds at speed 1.0x. Each time the head reaches the pink spark, add 10 score, increase length by one by not removing the tail, and increase speed based on length using approximately speed = min(3.8, 1 + length * 0.045). Update the HUD’s score, length, and speed (one decimal plus “x”). Spawn the next spark randomly on a cell not occupied by the snake. On collection, emit around 18 small pink square particles that spread briefly and fade away. The spark itself should pulse in size and have a strong pink shadow/glow. End the run immediately if the snake’s next head cell leaves the grid or intersects any existing body segment. On game over, stop movement and show the centered panel again with “CRASHED,” “Score [value] · Best [value],” the line “Every spark made you faster.” and a pink outlined “RUN AGAIN” button. Persist the best score locally between runs. The visual style should be clean, minimal, high-contrast neon cyberpunk: cyan grid and UI, pink collectibles and accents, lime head, dark navy/black background, bloom-like canvas shadows, crisp geometric squares, and no enemies or obstacles other than the boundaries and the snake’s own body.