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Arcade › Neon Coil
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Kanha Patel built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Neon Coil yet. Play it, then tell Kanha Patel what you would add next.
Neon Coil was built by Kanha Patel 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 Neon Coil 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 portrait-friendly browser arcade game titled "Neon Coil", a neon Snake-style game on a responsive canvas. The play area should fill the screen inside a centered container (full width/height, capped around 760x980), with a very dark navy/black background and a subtle radial blue glow. Render a regular square grid across the arena in faint blue-violet lines. Keep the camera fixed in a top-down, 2D view; the grid is the entire board and does not scroll. The player is a glowing cyan/teal segmented coil made from square cells. Start each run with a three-cell horizontal snake centered on the board, moving right. The brighter/larger-glowing leading square is the head and the trailing squares are slightly darker cyan/blue, with each segment separated by a small inset/padding so the grid remains visible. Place one small bright magenta/pink glowing circular core (food) at a random unoccupied grid cell. The food should pulse and have a soft neon halo. When the head enters the core, award 10 points, increase the snake length by one (do not remove the tail on that move), place a new core randomly on an empty cell, and make movement faster. Speed starts at 1.0x and is calculated from length as 1 + (length - 3) * 0.075, capped at 3.5x; the movement interval is 150 milliseconds divided by speed. The score, length, and speed should be updated immediately. Movement is discrete, one grid cell per tick. Support keyboard ArrowUp/Down/Left/Right and W/A/S/D. Also provide an on-screen four-button directional pad near the bottom center, arranged like a cross: up above, left/down/right below, with cyan outlined rounded-square buttons and triangle arrow glyphs. Tapping/clicking these buttons changes direction. Prevent reversing directly into the current direction's opposite. The run ends immediately if the next head cell goes outside the board or overlaps any existing snake segment. On game over stop movement, preserve the snake, store the best score in localStorage under a suitable key, and show a centered overlay saying "SYSTEM CRASH" with text containing the current score, best score, and the coil's final length, plus a rounded neon button labeled "Run Again". At the initial state, show the same centered overlay with the title "NEON COIL", instructional text: "Eat the glowing cores. Grow longer, move faster, and don't hit your own trail.", and a "Start Run" button. Starting or restarting resets score to 0, speed to 1.0x, length to 3, direction to right, creates a centered three-cell snake, places fresh food, and hides the overlay. Persist and display the best score across runs, but do not add lives, enemies, weapons, powerups, levels, or other mechanics. Use a polished cyber-neon visual treatment: dark navy radial-gradient backdrop, faint blue grid, cyan/teal glowing snake, hot pink glowing food, and translucent dark navy HUD cards with blue-violet borders and inset glow. At the top, overlay three evenly spaced uppercase stat cards labeled SCORE, LENGTH, and SPEED, displaying values such as 0, 3, and 1.0x in large white glowing type. Use compact uppercase system-style typography with letter spacing. The game should be responsive: calculate grid cell size from the available canvas dimensions, maintain a roughly 24-column by 32-row portrait board when possible, and adjust the number of rows/columns for other screen sizes while keeping a margin/top offset for the HUD. On desktop, the bottom controls may be visually subdued until hovered, while remaining usable; on touch devices they should be prominent. Keep the implementation a single playable fixed-camera canvas game with HTML overlay UI and no gameplay reel or 3D perspective.