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Neon Coil

  • arcade
  • snake
  • neon
  • grid
  • synthwave
  • responsive
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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. Jordan Seo 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 Jordan Seo what you would add next.

Make your own game

Neon Coil was built by Jordan Seo 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 responsive browser game titled “Neon Coil,” a polished neon arcade Snake game. Use a full-screen canvas on a very dark navy/black background with a subtle radial gradient, and place a centered square-ish 20-by-20 style playfield below the HUD. The playfield should be a dark indigo rectangle with faint cyan grid lines and a thin magenta border, glowing subtly against the background. Keep the camera fixed and top-down/2D; do not use scrolling or perspective.

At the top, add a compact translucent dark HUD bar centered horizontally, with a thin cyan border and soft cyan/magenta glow. It contains “NEON COIL” in cyan uppercase lettering on the left, “SCORE” with a bright lime numeric value in the middle, and “SPEED” with a bright lime multiplier on the right. Start at SCORE 0 and SPEED 1.0x. On the initial screen, show a centered dark modal overlay with a magenta border/glow, the large magenta title “NEON COIL,” the text “Eat the sparks. Grow longer. Survive the speed.”, a cyan “START RUN” button, and the hint “Arrow keys / WASD to steer / On mobile, use the neon pad.”

The core gameplay is classic grid-based Snake. When a run begins, initialize a three-segment snake near the center of the grid, moving right. Advance one grid cell at a time at an initial interval of 145 ms. The player steers with Arrow keys or WASD; also support a mobile on-screen directional pad with up, left, down, and right buttons. Prevent an immediate 180-degree reversal. The snake’s head is a larger glowing lime-green circle, with two or more trailing circular segments in cyan/blue shades, each with a soft neon glow. Give the head two tiny dark eyes positioned in the direction it is traveling. A bright pink glowing “spark” collectible appears at a random unoccupied grid cell, rendered as a small magenta orb with a tiny white center and a gentle pulse.

When the head reaches the spark, increase the score by 10, grow the snake by one segment, spawn another spark at a random free cell, emit a brief burst of roughly 14 small pink glowing square particles, and increase the movement speed by reducing the step interval by 5 ms, down to a minimum interval of 58 ms. Thus the displayed speed is 145 divided by the current interval, formatted like “1.0x,” and rises as sparks are collected. The snake does not wrap around the edges: hitting any playfield boundary or colliding with any snake segment ends the run. On game over, stop movement and show the modal again with title “RUN ENDED,” message formatted as “Score [score] • Length [snake length]. The grid got faster with every spark.”, and change the button text to “RUN AGAIN.” Starting/restarting resets the snake, score, speed, particles, and collectible.

Animate particle motion and fading, spark pulsing, and neon bloom/glow using canvas shadows. Keep the visual language consistent: cyan grid/HUD, magenta collectibles and borders, lime head and HUD values, cool cyan trailing segments, dark indigo playfield, crisp geometric sans-serif typography, and restrained futuristic synthwave styling. Make the layout responsive: fit the square grid between the top HUD and bottom safe area, scale the cells to the viewport, and on coarse/touch devices display the directional pad near the bottom center without obscuring the board. The game should fill the viewport, prevent page scrolling, and support Enter or Space to start/restart in addition to the button.

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