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Neon Coil

  • 2d
  • arcade
  • snake
  • endless
  • neon
  • grid
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. sarra qasdina 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 sarra qasdina what you would add next.

Make your own game

Neon Coil was built by sarra qasdina 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 2D arcade snake game titled “Neon Coil.” Use a full-screen dark navy/ink play area with a subtle radial blue gradient, centered within a max-width ~900px container. Render the game on a canvas and draw a rectangular grid playfield beneath the HUD: thin, low-opacity blue lines forming roughly 24 columns by 18 rows on a typical desktop screen, with cell size adapting to the available viewport while leaving room for the top HUD and bottom controls. Keep the playfield centered horizontally, with its top around 78px below the top edge.

Core gameplay: on the start screen, show the title “NEON COIL,” the instruction “Eat the glowing cells. Every bite makes you longer — and faster.” and a prominent neon-outlined “START RUN” button. Starting a run resets the score to 0 and creates a three-cell snake in the center of the grid, initially moving right. Place one glowing food cell at a random unoccupied grid coordinate. The player controls the snake in four cardinal directions, one grid cell at a time, using Arrow keys or WASD; also provide a touch-friendly on-screen directional pad with up, left, down, and right arrow buttons near the bottom. Reject an immediate 180-degree reversal. The snake advances continuously on a timed step, initially once every 0.13 seconds. If its head reaches the grid boundary or collides with its own body, end the run immediately. Eating the magenta food increases score by 1, adds length by retaining the tail instead of removing it, spawns a new food cell in an unoccupied location, and increases speed: display speed as 1.0x plus 0.09x per point, capped at an increase of 2.8x (maximum 3.8x); reduce the movement interval proportionally, down to a minimum of 0.045 seconds. Persist the best score in local storage and update it when a run ends.

Visual style: synthwave/neon cyber aesthetic, crisp minimalist vector-like 2D shapes, no external art assets. Draw the food as a pulsing hot-pink/magenta glowing orb centered in its cell, with a strong pink shadow/glow. Draw each snake segment as a glowing circular cell: the head is bright white with a cyan glow, while the body uses luminous aqua/green hues that vary toward the tail; use cyan/aqua shadows and bloom-like glow. When food is eaten, emit about 14 small lime particles radiating outward from the eaten cell, fading over about 0.45 seconds. Keep the grid lines subdued blue so the snake and food stand out.

HUD: at the upper left display the cyan, widely letter-spaced brand “NEON COIL.” At the upper right show three compact uppercase stats—SCORE, BEST, and SPEED—with large white values beneath them; speed should be formatted like “1.0x.” The HUD overlays the canvas and should not block play. On desktop, make the touch controls semi-transparent until hovered; on mobile, keep them usable and visible. Use a dark background, white/light-blue explanatory text, cyan borders, rounded corners, neon cyan shadows, and an inset blue glow for buttons.

When the snake dies, switch to an overlay state, hide the directional pad, change the heading to “SIGNAL LOST,” and show text such as “You reached [score] points at [speed]x speed.” Change the button label to “RUN AGAIN.” Clicking the button or pressing Enter/Space when not playing starts a fresh run. Keep score, best score, and speed visible in the HUD throughout. Ensure the layout is responsive to viewport resizing and supports both keyboard and pointer/touch input.

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