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Arcade › Neon Coil

Neon Coil

  • arcade
  • snake
  • neon
  • grid
  • endless
  • casual
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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 T 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 T what you would add next.

Make your own game

Neon Coil was built by Louis T 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 browser game titled “Neon Coil,” a polished neon arcade Snake game viewed from a fixed, centered top-down perspective. Use a full-screen responsive canvas with a dark navy/black radial-gradient background. In the center, render a square 24-by-24 grid board whose cell size adapts to the viewport (leaving room for the HUD and controls), with a translucent deep-blue board fill, thin cyan outline, and faint cyan grid lines. Keep the board centered on screen.

The player controls a four-segment snake initially positioned around the center of the board, moving one grid cell at a time in its current direction. The snake starts moving right when a run begins. Draw each segment as a glowing square inset slightly within its cell: the head is bright yellow-green, while the body alternates cyan and violet-blue; add a small pale highlight to each segment and strong colored bloom/glow. The player must steer the snake to collect a single glowing magenta/pink “core” (food) placed randomly on an unoccupied grid cell. Make the core a pulsing pink orb with a soft outer halo. On collection, increment the score, grow the snake by one segment, randomly place a new core, and emit a brief burst of pink particles.

The snake moves continuously on a timed grid step. Begin at speed 1.0x, with a step interval of about 0.18 seconds divided by the current speed. Each collected core increases speed by 0.13x, capped at 3.8x, so the HUD speed display accelerates from 1.0x toward 3.8x. End the run if the snake hits the board boundary or its own body. On game over, stop movement, save/update a persistent best score in local storage, and show a centered modal with the text “Run ended at [score] cores. Best: [high score].” and a “Run Again” button.

At launch, show a centered rounded modal over the board with the neon title “NEON COIL,” the instruction “Eat the glowing cores. Every core makes the grid faster.”, a bright cyan-to-lime pill-shaped “START RUN” button, and the hint “Arrow keys / WASD · swipe or tap the pad.” The modal should have a thin cyan border, dark blue-to-purple gradient fill, cyan/pink inset and outer glow, and a large white title with cyan and magenta neon text shadows. The start button resets the snake, score, speed, particles, direction, and food, then hides the modal; after game over it reads “Run Again.” Pressing Enter or Space should also start when not running.

Place a fixed HUD above the canvas: upper-left text “SCORE” with a large glowing white numeric value below it, and upper-right text “SPEED” with a large value such as “1.0x” below it. Put a small centered top button labeled “Blackout” that toggles an alternate monochrome blackout theme. In normal mode retain cyan, magenta, violet, and lime neon colors. In blackout mode use nearly black backgrounds and panels, white/gray outlines and glow, a gray-to-white start button, and white touch controls; update the toggle label to “Neon Mode.”

Support keyboard controls with Arrow keys and WASD, rejecting immediate reverse-direction turns. Support mobile input with a fixed translucent four-button directional pad near the bottom center (up above, left/down/right below in a cross layout), plus swipe gestures on the canvas. Make controls touch-friendly and prevent canvas scrolling. On larger screens the touch pad can be partially subdued until hovered, but it remains usable. Use responsive sizing, safe-area-aware top/bottom spacing, crisp canvas rendering, and an atmospheric neon glow aesthetic. Do not add weapons, enemies, levels, lives, or mechanics beyond the single growing snake, collectible cores, increasing speed, wall/self collision, score, persistent best score, theme toggle, particles, and the listed controls.

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