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Arcade › Meat Trail

Meat Trail

  • 2d
  • arcade
  • snake
  • survival
  • grid
  • casual
0
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How to play

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

Discussion

Nobody has said anything about Meat Trail yet. Play it, then tell Karol Depka what you would add next.

Make your own game

Meat Trail was built by Karol Depka 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 Meat Trail 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 Meat Trail

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.

Recreate a browser-based arcade snake game titled “Meat Trail” as a single full-screen 2D canvas game. Use a fixed square grid with 22px cells, dynamically sized to the viewport (minimum about 18 columns and 18 rows), centered in the available screen. Render the arena as a dark navy vertical gradient, from approximately #121a36 at the top to #09101f at the bottom, with a thin light border and a subtle, evenly spaced grid of translucent lines. Keep the game visually clean and neon/pastel, with rounded square cells and no camera scrolling.

The player controls a mint-green snake starting near the left-center of the arena, initially four segments long and moving right. Its head is a brighter mint (#7df7c5), body segments are the same color with slight transparency, and the head has two tiny white eyes. Add four rival snakes, each initially four segments long, in pink/red (#ff7c88), gold (#ffd36e), blue (#88b7ff), and purple (#d993ff); each has a brighter head with two small white eyes and darker/translucent rounded body segments. All snakes advance one grid cell every 120ms. The player can steer with Arrow keys or WASD, and also provide a visible touch D-pad at the lower-right with up, down, left, and right arrow buttons. Prevent immediate 180-degree reversals.

Scatter 18 glowing mint-green pellet pickups across free grid cells. Draw pellets as small rounded bright mint squares/circles with generous rounding. Whenever any snake eats a pellet, remove it, increase that snake’s desired length by 1, and spawn a replacement so there are always 18 pellets. The player’s length and score are shown in a fixed translucent HUD panel at top-left: labels “Length” and “Score,” large bold values, and the help text “Arrow keys / WASD to steer. If a snake head hits a body, that snake dies and its whole body drops as meat.” Eating a pellet gives the player +1 score.

Implement collision and meat mechanics exactly: on every movement tick, calculate all heads simultaneously. A snake dies if its next head goes out of bounds, hits any existing snake body segment (body means segments excluding heads), or shares its next head cell with another snake’s next head. When a snake dies, leave a meat pickup at every cell of its entire body, including its head. Each meat pickup is drawn as a rounded coral/pink cell (#ff7f8e) with a smaller pale translucent highlight inset. Each meat item has a random value of 2 or 3. The player eating meat increases desired length by that value and awards score equal to value × 3. When a rival dies, award the player 8 score and show a temporary bottom-center toast reading “A rival head crashed — body dropped as meat.” If the player dies, stop the game and show the game-over overlay with the reason “Your head hit a body.” and the final score. (Out-of-bounds deaths can also end the player game appropriately.) Keep no more than 140 meat items, removing the oldest excess items.

Snakes maintain their desired length: each movement unshifts the new head, removes tail segments until the current segment count matches desired length, and if they have recently eaten and are still shorter than desired length, duplicate the last tail cell to grow. Briefly give a snake a soft white glow after eating. Rival AI chooses among non-reverse directions each tick by scoring directions toward the nearest pellet or meat, heavily penalizing out-of-bounds and occupied cells, especially player bodies, while adding a little randomness; this should make rivals roam toward pickups and occasionally crash. Dead snakes disappear while their meat remains.

Start with a centered dark translucent modal card over the arena. It should have the title “Meat Trail,” explanatory text “Stay alive, eat pellets, and bait rival snakes into body collisions so their body turns into meat pickups.” and Start and Restart buttons. Start resets the board and begins play, hiding the card; Restart resets and starts immediately. Also support Space to start when not running. On game over, reuse the modal with title “Game Over,” text containing the death reason and “Final score: [score]. Tap restart to try again.” and show Restart. The HUD remains visible during play. Use responsive full-viewport HTML/CSS: dark radial page background, translucent blurred panels, rounded buttons, mint start styling and pink restart styling, with touch-safe controls and safe-area spacing. Include a small rounded bottom-center toast for rival crash notifications. The overall visual style should match the supplied screenshot: a sparse dark blue gridded field populated by widely separated mint pellets and colorful segmented snakes, viewed straight-on from above.

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