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Grid Snake

  • arcade
  • snake
  • 3d
  • grid
  • casual
0
Remix it Discord

8 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Grid Snake yet. Play it, then tell Oleg Sidorkin what you would add next.

Make your own game

Grid Snake was built by Oleg Sidorkin 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 Grid 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 Grid 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.

Rebuild a playable game titled "Grid Snake" as a dark soft-sci-fi, top-down 3D Snake game. Use an orthographic camera looking straight down at a square 18x18 tile arena; the board should remain centered and resize responsively to the viewport. Render the arena with a deep navy background and fog, a thick dark-blue raised floor, a subtle glowing cyan-blue grid aligned to the 18x18 cells, and four solid dark-blue border walls around the outside. Use soft shadows, cool blue lighting, and restrained emissive materials.

The snake begins as three cube segments near the middle-left of the board, moving horizontally to the right only after the player makes the first directional input. Each segment is a beveled-looking/simple square 3D cube approximately one tile wide and slightly raised above the floor. Make the head brighter mint green with a mild green emissive glow, and make the body darker green with a subtler glow. The head should orient toward its travel direction; body segments can orient toward the preceding segment. Movement is logically tile-based but visually interpolated smoothly from one cell to the next at a constant rate rather than snapping. Start with a movement interval of 0.23 seconds per tile. After every apple, reduce the interval by 0.008 seconds, down to a minimum of 0.08 seconds, so the snake gradually speeds up.

Place one collectible red apple on a randomly selected unoccupied cell. Model it as a small glowing red sphere with a short green stem, floating just above the board and gently bobbing while slowly rotating. When the snake’s head enters the apple cell, increase the score by 1, grow the snake by one cube, respawn the apple on another empty cell, and increase speed as described. The snake loses immediately when its next head cell is outside the 18x18 arena or intersects its own body. There are no enemies, hazards, powerups, or wraparound edges. Store and display the highest score persistently as the best score.

Provide desktop controls with Arrow keys and WASD, plus a mobile-friendly on-screen D-pad with four large translucent rounded buttons arranged as up above left/down/right. Also support swiping in any non-button area of the screen: compare horizontal and vertical swipe distance and turn in the dominant direction. Ignore very short swipes. Prevent immediate 180-degree reversals. Allow one safe turn to be queued ahead so players can line up corners while the snake is moving. The first valid turn starts the game and hides the intro overlay. Include a restart/start button; before play, show an intro modal, and after a collision show a game-over modal with the score and instructions to tap Restart or press Space. Pressing Space after game over restarts the game.

Build a translucent glass-like HUD over the game. At the upper left, show a rounded dark panel with the title "Grid Snake" and the subtitle "Eat apples, grow longer, and don’t crash into yourself or the walls." Across the top/right, show three rounded stat badges labeled SCORE, BEST, and SPEED, with large values; initialize them to 0, 0, and 1x, and update score, best, and the current speed multiplier as apples are collected. At the bottom, show a translucent hint panel reading "Tip: you can queue one safe turn ahead, so line up corners early when the snake gets long." and place the D-pad at bottom right. On small screens, stack the title/stats responsively, hide the hint on very narrow screens, and keep the controls accessible above safe-area insets.

The initial centered modal is a dark translucent rounded glass card titled "Swipe or use arrows" with text "Desktop: arrow keys or WASD. Mobile: swipe anywhere or tap the D-pad. The snake starts moving on your first turn.", a prominent "Start game" button, and the note "Every apple makes the snake longer and a little faster." After game over, change the title to "Game over", show "You scored [score]. Tap restart or press Space to run it again.", and change the button to "Restart". Use large bold white typography, muted blue-gray secondary text, thin translucent white borders, rounded corners, backdrop blur, and subtle shadows throughout. Keep the overall look close to a polished dark navy HUD over a minimal glowing 3D grid board.

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