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Arcade › Neon Coil

Neon Coil

  • 2d
  • arcade
  • snake
  • neon
  • cyberpunk
  • mobile
  • endless
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. Louis Houtmans built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Neon Coil yet. Play it, then tell Louis Houtmans what you would add next.

Make your own game

Neon Coil was built by Louis Houtmans 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.

Read the build brief for Neon Coil

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 mobile-friendly 2D top-down arcade Snake game titled “Neon Coil.” Render the playfield on a full-screen canvas with a very dark near-black purple background (#05030d) and a subtle radial purple glow toward the center. In the middle area, show a centered 24-column by 16-row rectangular grid; grid lines are thin and faint violet/purple, with the grid sized responsively to fit the viewport (at least 16 px cells) and centered on screen. Keep the upper HUD, center modal, and bottom touch controls as HTML/UI overlays above the canvas.

The player controls a glowing neon coil/snake made of circular segments moving one grid cell at a time. Start each run with three horizontal segments at grid coordinates (6,8), (5,8), and (4,8), with the head on the right moving right. The head is a bright pale cyan/white glowing circle, and the body segments are cyan-to-blue glowing circles. Use soft neon bloom/shadow around every segment, with the head brighter and more strongly highlighted. The snake moves continuously at an initial speed of 7 grid steps per second. The player can turn up, down, left, or right, but reject an immediate 180-degree reversal; queue the requested direction for the next step.

Place one collectible “spark” at a random unoccupied grid cell. Draw it as a small hot pink/magenta glowing circle with a slight pulsing size/glow animation. When the snake’s head enters the spark cell, award 10 points, increase the snake length by retaining the new head without removing the tail, respawn the spark randomly in a cell not occupied by the snake, and increase movement speed gradually, capped at 19 steps per second (the reference logic increases speed based on score in roughly 30-point increments). Display score and current snake length live.

The run ends when the next head position goes outside the 24x16 grid or collides with any existing body segment other than the current head. Stop movement and show a centered game-over modal titled “SIGNAL LOST,” with text in the form “Score [score] · Best [best]. The coil got too close to the edge.” Track the best score during the session and provide a “RETRY RUN” button. Before play begins, show a centered modal titled “NEON COIL” with the subtitle “Eat the sparks. Grow longer. The coil accelerates with every bite.” and a “START RUN” button. Starting/retrying resets the snake, score, length, speed, direction, and spark, hides the modal, and begins the run. The initial HUD should show SCORE 0 and LENGTH 3.

Use a neon cyberpunk visual treatment: dark purple/black space, violet grid, cyan snake, and pink spark. At the top, overlay a left-aligned uppercase “SCORE” label with a large cyan numeric value beneath it, and a right-aligned uppercase “LENGTH” label with its cyan numeric value beneath it. Use pale lavender text with purple glow/shadows, bold weight, and spaced uppercase lettering. At the bottom center, add a two-row touch D-pad of four square buttons: up centered in the top row, then left/down/right across the bottom row. Buttons have thin hot-pink borders, translucent deep-purple backgrounds, pink/lavender arrow glyphs, and a soft magenta glow. Make controls usable via pointer/touch input and visually somewhat subdued on larger screens. Also support keyboard arrows and W/A/S/D; Enter starts a run when not running. Prevent page scrolling and make the canvas/UI fill the viewport while respecting safe-area insets.

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