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Arcade › Grid Snake

Grid Snake

  • 2d
  • arcade
  • snake
  • endless
  • grid
  • responsive
0
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5 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. mahanth .k 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 mahanth .k what you would add next.

Make your own game

Grid Snake was built by mahanth .k 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.

Create a polished, responsive 2D classic Snake game titled “Grid Snake.” Use a portrait-friendly full-screen layout on a very dark navy/black radial-gradient background. Center a game shell roughly 96vw wide and no more than about 760px, with a compact top HUD, square board, and touch controls on mobile.

At the top, show a rounded dark translucent panel with the large bold white title “Grid Snake” on the left and the subtitle “Arrow keys / WASD” in muted blue-gray below it. On the right, show a rounded score card labeled “SCORE” in uppercase muted text with a large yellow/gold numeric score, starting at 0. Use a clean Inter-like sans-serif font, generous rounded corners, subtle borders, and soft shadows.

The play area is a square canvas with a dark blue board (#0d1726), rounded corners, and a faint inset/shadow. Implement a 24 by 24 logical grid, scaling responsively to the available square canvas. Draw very subtle thin grid lines in both directions. Add a thin glowing green perimeter line inset by half a tile, while the snake wraps through the edges rather than dying at walls.

Start the snake centered, three tiles long, moving right: the head is at the center tile and two body segments trail to its left. Draw each segment as a bright green rounded square with a slight diagonal green gradient, soft green glow on the first few segments, and spacing between tiles. Make the head slightly larger/brighter and draw two small dark eyes positioned toward the direction of travel, with eye placement adapting for up/down/left/right.

Spawn one collectible fruit at a random unoccupied grid tile. Randomly choose among apple, banana, pineapple, and carrot food thumbnail sprites when available from a food-asset library; if image assets are unavailable, use a bright colorful circular procedural fruit with a small green leaf/stem. Render it nearly tile-sized with a subtle yellowish glow and a gentle continuous bob/wobble animation. When the snake head enters the fruit tile, increase score by 1, grow the snake by one segment, spawn another fruit on an empty tile, briefly pulse/enlarge the snake, and increase movement speed. Movement is continuous one tile per tick, initially about 78 ms per tile and accelerating by about 3.2 ms per fruit down to a minimum of 42 ms per tile.

Use Arrow keys and WASD for keyboard control, and prevent immediate 180-degree reversals. Also provide visible touch controls on touch devices or narrow screens: an up arrow button above a row of left, down, and right arrow buttons. Style these as translucent rounded dark buttons with light symbols. Touch buttons should issue the same direction commands and not scroll or zoom the page.

This is an endless arcade variant: crossing an edge wraps to the opposite edge, and the snake is allowed to pass through its own body, so there is no ordinary collision game-over condition. If the board somehow fills, retain a short head section to open space and continue. Include a restart-capable game-over overlay component for the game state/UI, styled as a centered blurred dark modal with “Game Over,” “Final score: N,” and a bright green full-width “Restart” button, even though normal endless play does not end from wall or self collisions. Animate the canvas continuously for fruit wobble and eating pulse while movement itself occurs on the fixed tick timer.

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