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Neon Serpent

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

Discussion

Nobody has said anything about Neon Serpent yet. Play it, then tell Ado Omar what you would add next.

Make your own game

Neon Serpent was built by Ado Omar 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 Serpent 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 Serpent

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 Serpent": a neon cyberpunk Snake game on a dark navy square grid. Use a 24x24 logical board. The play area should be centered in a responsive layout, with a dark #060823 background, faint cyan-blue grid lines, rounded cyan-blue border, subtle blue glow, and an inset shadow. The snake begins when the player presses the start button, at grid cells (12,12), (11,12), and (10,12), moving right, with a three-cell body. Render each snake cell as a glowing square with a small inset margin: the head is lime/yellow-green (#e6ff8a with #b8ff3d glow), and the rest of the body is bright cyan (#21cfe0 with #32f6ff glow). Render one collectible at a time as a pulsing magenta/pink glowing circle (#ff39d6), placed randomly on an unoccupied grid cell. The snake advances one grid cell per timed step. The player earns 10 points when the head reaches the magenta collectible; the snake grows by one cell because the tail is not removed, a replacement collectible appears at a new unoccupied random location, and movement gets faster. Start at 150 ms per step (shown as speed 1.0x), and after each pickup calculate the step interval as max(52 ms, 150 - score*1.6), displaying the multiplier as 150/step interval rounded to one decimal followed by x. Update the HUD with Score, Length, and Speed; initial values are 0, 3, and 1.0x. End the run immediately if the head hits any of the four walls or any part of its own trail. On game over, show a centered translucent dark overlay card with cyan border/glow, title "SIGNAL LOST", text such as "Score [score] · Length [length]" and "Reach farther into the grid next run.", plus a REBOOT button that resets the game.

Before a run begins, show a centered overlay card over the board with the large title "NEON SERPENT", explanatory copy exactly conveying: "Eat the magenta sparks. Every pickup makes the grid move faster." and "Don’t hit the walls or your own trail.", and a cyan-glowing START RUN button. The overall page uses a nearly black navy background, system sans-serif type, uppercase/letter-spaced title styling, cyan and pink text glows, and a compact header reading NEON SERPENT at left with the HUD at right. On smaller/mobile screens, provide an on-screen directional pad beneath the board with four arrow buttons arranged up, left/down/right; on wider screens hide the pad. Support keyboard Arrow keys and WASD, with prevention of immediate 180-degree reversal. Support touch/swipe gestures on the canvas and directional-pad pointer presses. Keep the canvas square and responsive, with a hint near the board bottom reading "Arrow keys / WASD · Swipe or tap the pad". The visual style should be clean, minimal, high-contrast neon arcade UI with no extra enemies, powerups, lives, weapons, or game modes.

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