Arcade › Neon Snake
Click the game above and it runs right here in your browser. No download, no installer, no account needed. KEY AUTH built it with Cinevva, so it works on a phone or a tablet too.
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Neon Snake was built by KEY AUTH 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 browser-based 3D arcade Snake game titled “Neon Snake” using a Three.js-style WebGL scene. Show a dark navy/black background and a square 20-by-20 playfield viewed from a slightly angled top-down perspective: use a perspective camera positioned above and toward one side of the board, looking at its center. The board is a dark blue-black plane approximately 22 by 22 world units, with bright cyan neon grid lines at every integer coordinate, producing a glowing futuristic wire-grid floor. Use subdued ambient lighting plus cyan and magenta lights for the neon atmosphere. The snake moves in discrete grid cells on the floor. Start it centered at grid coordinate (0,0), facing right, with length 3: a bright cyan/blue cube head followed by two green/teal rectangular cube body segments extending behind it. Each segment is a slightly inset box (about 0.9 cell wide and 0.8 high), sitting just above the floor. The head should use a brighter cyan emissive material and gently pulse in brightness; body segments should be green-cyan emissive blocks. The snake advances automatically one cell at a time, initially every 200 milliseconds. Controls are WASD or the arrow keys: up/W moves toward negative Z, down/S toward positive Z, left/A toward negative X, and right/D toward positive X. Buffer the requested direction for the next movement and prevent 180-degree reversals. Place one collectible pink/magenta glowing orb on a random unoccupied grid cell. The orb is a small sphere that gently bobs vertically and slowly rotates. When the snake’s head enters its cell, award 10 points, increase the snake length by one, spawn a new orb in another unoccupied cell, and accelerate movement by reducing the interval by 14 ms, down to a minimum interval of 55 ms. The displayed speed multiplier is initial interval divided by current interval, formatted to one decimal place. If the snake reaches any board boundary (the playable coordinates run from -10 through 9 on both axes) or collides with its own body, end the game. Self-collision should allow moving into the current tail cell when the snake is not eating, since the tail moves away on that step. Add a fixed monospace HUD in the upper-left corner with cyan glow/text showing three lines exactly in this style: “SCORE: 0”, “LENGTH: 3”, and “SPEED: 1.0x”, updating score, length, and speed during play. Along the bottom center, show muted gray text with a cyan glow: “WASD / Arrows to move • Eat the pink orbs to grow”. Initially hide a centered game-over panel. On death, show a dark translucent black panel with a magenta border and magenta glow containing “GAME OVER”, “Score: [final score]”, and “Press R to restart”. Press R or Space after game over to reset the snake, score, speed, food, and game-over state to their initial values. Keep the presentation minimal and neon: no scenery beyond the dark environment, cyan grid, glowing cyan/green snake, and pink orb. Render responsively to the browser viewport, maintaining the perspective camera and resizing the renderer on window resize.