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Arcade › Neon Coil

Neon Coil

  • arcade
  • snake
  • neon
  • 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. Ali built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Neon Coil was built by Ali 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.

Recreate a responsive browser game titled “Neon Coil,” a minimalist neon Snake-style arcade game called from a fixed top-down view. Use a full-screen HTML canvas with a very dark purple/black radial-gradient background. Center a rectangular play board whose size adapts to the viewport: a faint translucent near-black panel with a fine purple grid, a bright violet glowing border, and roughly square cells (about 20 columns by 28 rows on a typical tall screen, with responsive minimums). Keep the camera fixed; there is no scrolling or perspective movement.

At the start, show a full-screen translucent dark overlay with a centered rounded rectangular panel. The panel has a thin magenta-violet border, purple outer glow and pinkish inset glow. Display the large uppercase title “NEON COIL” in white with cyan and magenta neon shadows, followed by exactly the concept text: “Grow the coil. Every pulse makes you longer — and faster.” Add a prominent rounded “START RUN” button with a cyan-to-pink horizontal gradient, dark text, and strong neon glow. Clicking/tapping it starts a run and hides the overlay. When the run ends, show the same overlay with title “RUN ENDED,” message formatted as “Score [score] • Length [length]. The coil hit the edge or itself.” and button text “Run Again.”

The player is a growing coil/snake made of glowing circular cell segments. Begin with a length of 3 in the center of the board, moving right automatically. The head is cyan with a cyan glow; trailing segments shift through bright cyan, blue, violet and magenta hues, each rendered as a filled circle around one-third of a cell wide with neon bloom. Move one grid cell at a time at a regular timed interval. The player can turn up, down, left, or right, but reject an immediate 180-degree reversal. Controls must support Arrow keys and WASD. On touch/coarse-pointer devices, show a glowing 3-by-2 directional pad near the bottom center (up in the middle of the first row, left/down/right across the second row), using four dark purple rounded buttons with violet borders and arrow glyphs.

Spawn one collectible pulse at a random unoccupied grid cell. Render it as a small pulsing magenta/pink orb with a bright white center and animated rhythmic size/glow. Eating it increases score by 10, increases the coil length by one segment, and creates a brief burst of about 18 small pink particles. The HUD must visibly update score, length, and speed. Eating pulses also accelerates movement: speed multiplier is 1.0x initially and increases by 0.075 per segment above the starting length, capped at 3.5x; display it with one decimal place such as “1.0x.”

End the run immediately if the next head cell is outside the board or overlaps any existing snake segment. There are no lives, weapons, enemies, timer, wraparound, or obstacles besides the walls and the snake’s own trail. The game should stop until Run Again is pressed. Keep the collectible and snake constrained to the grid.

Overlay a fixed HUD above the canvas. At the top center, use a responsive three-column row spanning at most about 760px: three dark translucent rounded stat cards with thin violet borders, subtle inset/outset purple glow, uppercase labels “SCORE,” “LENGTH,” and “SPEED,” and large bright values beneath them. At the bottom center show the instruction text in muted lavender uppercase lettering: “ARROW KEYS / WASD TO STEER • EAT THE PULSES • DON’T HIT THE WALL OR YOUR TRAIL.” On small/touch screens keep the design responsive, preserve safe-area spacing, and show the touch pad. Overall art direction: clean arcade UI, black-violet neon cyber aesthetic, cyan/magenta highlights, glowing edges, no character artwork or textures beyond the grid, circles, particles, and UI geometry.

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