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Arcade › Neon Coil

Neon Coil

  • arcade
  • snake
  • neon
  • 2d
  • grid
  • endless
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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. Jax Forbes 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 Jax Forbes what you would add next.

Make your own game

Neon Coil was built by Jax Forbes 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 playable browser game titled “Neon Coil,” a polished neon snake game viewed from directly above on a flat 2D canvas. The player controls a glowing segmented coil on a 24 by 24 square grid. At the beginning, show a full-screen dark navy/black presentation with a centered translucent dark card bordered in cyan and softly glowing. The card says “NEON COIL” in large white text with cyan and purple neon glow, subtitle “Grow longer. Move faster. Own the grid.”, a bright mint/cyan gradient button labeled “START RUN,” and the instructions “Arrow keys / WASD to steer” and “Swipe or use the pad on mobile.” Keep the HUD visible above this overlay: at the top center within a responsive width of at most about 720px, show the cyan glowing brand “NEON COIL” on the left and two dark rounded stat pills on the right labeled SCORE and BEST, each with a numeric value initially 0.

When the run starts, hide the overlay and display a centered 24x24 playfield. Size the square responsively to the viewport, with a maximum of roughly 720 pixels and enough margins for the HUD and mobile controls. Use a deep radial-gradient background, brightest blue near the center and almost black navy at the edges. The board should be a subtly translucent dark rectangle with a thin cyan outline/glow and faint cyan grid lines. Keep the board centered horizontally and slightly offset downward from exact vertical center.

Start the snake as four grid cells in a horizontal line around the center-left: head at grid coordinate (8,12), followed by body cells at (7,12), (6,12), and (5,12), moving right. Render every cell as a rounded square with strong colored bloom/glow and a bright inner highlight. Color the head and body with a gradient along the length using vivid cyan/teal through blue and magenta hues; the head should be the brightest/largest-looking cell and have a tiny pale eye/highlight positioned toward its current direction. Place one collectible food cell at a random unoccupied grid coordinate. Render food as a glowing yellow rounded cell with a small pale yellow/white dot in its center.

The core rules are classic grid snake behavior. The snake advances one cell at a time, initially every 150 milliseconds. Each collected food increases the score by 10, grows the snake by one cell, places new food at another random unoccupied coordinate, and emits a short burst of glowing yellow particles. Movement accelerates as the snake grows: movement interval is max(62 milliseconds, 150 minus 3.2 milliseconds times the current snake length). Prevent immediate 180-degree reversals, including queued direction changes. If the next head cell is outside the 24x24 grid or overlaps any snake segment, end the run. On game over, stop movement, save the highest score as persistent local storage, show a brief screen shake and a burst of pink particles at the head, and restore the centered overlay with title “RUN ENDED,” subtitle `You reached [score]. The coil hit the edge or itself.`, and button text “Run Again.” Update SCORE and BEST in real time.

Support keyboard controls: Arrow Up/Down/Left/Right and W/A/S/D steer the coil. Space or Enter starts a run when not currently running. Also provide mobile controls at the bottom center: a translucent dark-blue four-button directional pad arranged as up above left/down/right, with cyan borders and arrow glyphs. Pointer/touch presses on those buttons steer the snake. Support swipe steering directly on the canvas: track pointer down/up, and if the swipe is at least 24 pixels, choose the dominant horizontal or vertical direction. Make the canvas touch-action disabled so swipes control the game rather than scrolling.

Add restrained polish matching a cyberpunk arcade aesthetic: cyan grid strokes, rounded cyan UI borders, inset blue glows, bright white text, mint action button, and neon cyan/purple/yellow/pink bloom. Use smooth particle effects for food collection and death: small glowing square particles with velocity, damping, fading lifetime, and color matching the event. Keep particles and visual effects behind/around the HUD, and ensure the layout works on both desktop and mobile. Do not add enemies, walls, power-ups, wraparound, multiple levels, weapons, or other mechanics; the only objective is to eat food, grow, score, and survive as long as possible.

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