Appearance
Arcade › Neon Snake
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Meer Hanan built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Neon Snake yet. Play it, then tell Meer Hanan what you would add next.
Neon Snake was built by Meer Hanan 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 Snake 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.
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 3D top-down grid Snake game titled “Neon Snake.” Use Three.js or an equivalent 3D engine with an orthographic camera positioned high above the board and looking straight down at the origin. The playfield is a 20x20 square grid on a nearly black/navy background (#000011), with bright cyan major/grid lines and darker blue minor lines. Surround the grid with a thick neon-cyan rectangular border made from low box-like wall pieces; the visual style should be minimal cyberpunk/neon, with emissive glowing materials, cyan and magenta lighting, and no scenery beyond the board. Start with a snake of 3 square segments arranged horizontally near the left side of the center row, moving right automatically. Each segment is a cyan/turquoise raised rectangular block with a slight glow; the head is brighter green-cyan and gently bobs vertically. The snake occupies one grid cell per segment. Place one collectible at a time: a bright glowing magenta/pink sphere on a random unoccupied grid cell. When the head enters the food cell, remove/replace the food, add a new segment at the front, increase score by 10, and increase length. The movement interval starts at 200 milliseconds and becomes 15 ms faster each time food is eaten, with a minimum interval of 60 ms. Display speed as a level calculated from growth, starting at 1x and increasing with each food pickup (the HUD label is SPEED and includes “x”). The snake moves one cell per tick in its current cardinal direction. Allow direction changes with Arrow Up/Down/Left/Right and W/A/S/D. Prevent an immediate reversal into the opposite direction. Also support mobile swipe controls on the canvas: horizontal or vertical swipes over 30 pixels select the corresponding direction, likewise preventing reversals. Press P to toggle pause; movement and input are inactive while paused. The snake loses if its next cell goes beyond the 20x20 board bounds or if it collides with any existing snake segment. On loss, stop movement and show a centered dark translucent “GAME OVER” panel with a cyan border/glow, final score text, and a RESTART button. Restart resets the snake to length 3, score 0, speed 1, direction to right, clears the game-over state, and spawns fresh food. Include a fixed-position upper-left HUD in cyan monospace type with glow, showing three stacked readouts exactly in spirit as “SCORE: 0”, “LENGTH: 3”, and “SPEED: 1x.” Keep the canvas full-screen and responsive to window resizing. Use simple emissive/Phong-style materials and neon ambient, directional cyan, and magenta point lighting to make the blocks and food visibly glow while retaining the dark background. There are no lives, enemies, weapons, levels, sound effects, or additional power-ups.