Arcade › Neon Snake
Click the game above and it runs right here in your browser. No download, no installer, no account needed. It was built with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Neon Snake yet. Play it, then tell the creator what you would add next.
Neon Snake was built 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 game titled “Neon Snake” using a Three.js-style 3D scene rendered from a fixed top-down orthographic camera. The entire playfield is a dark near-black navy square arena (background #000011), viewed from above with a subtle 3D lighting treatment. Build a 20-by-20 grid covering coordinates from -10 to 10: thin cyan grid lines with transparency form the floor, and a bright magenta/pink square outline marks the arena border. Keep the camera centered on the arena and resize it responsively to the browser window, preserving the top-down view. Implement classic grid-based Snake. On a new game, place a three-segment snake at the center, initially extending left from a pink head at (0,0), with the head moving right. Each segment is a slightly inset rectangular/cuboid block occupying one grid cell: the head is neon magenta/pink and the body is neon cyan, with dark emissive shading and a glossy neon-lit appearance. Move exactly one cell at a time on a timed interval, initially about 220 ms per move. Use Arrow keys or WASD to change direction, disallowing an immediate reversal into the snake’s current direction. The snake wraps neither through walls nor around the arena: moving beyond the valid grid cells (-10 through 9 on each axis) ends the game. Also end the game if the new head position intersects any existing body segment. Place one collectible food item at a random unoccupied grid cell. Render it as a glowing purple/magenta sphere, slightly above the floor, with a gentle continuous pulsing scale animation. When the head reaches the food, increase the score by one, grow the snake by leaving its tail in place, spawn a new food at another unoccupied cell, and increase movement speed by reducing the interval 8 ms per food/length increase, down to a minimum of 60 ms. The initial score is zero and resets to zero whenever a game is restarted. Add a fixed HUD in the upper-left reading “SCORE: 0” (with the number updated during play), in cyan text with a cyan glow/text shadow. When the snake hits a wall or itself, stop movement and show a full-screen semi-transparent dark navy overlay. Center large bright magenta text reading “GAME OVER” and, beneath it with generous spacing, an outlined transparent button labeled “RESTART” in uppercase with letter spacing. The button has a magenta 2px border and magenta text, and changes to a magenta fill with dark text on hover. Clicking RESTART resets the snake, direction, score, speed, food, meshes, and hides the overlay. While game over, pressing Space or R should also restart; during active play, Space has no gameplay effect. Use no additional enemies, obstacles, powerups, lives, timers, audio, camera movement, or alternate screens. Maintain the minimalist neon cyber-grid visual style shown: very dark background, thin blue/cyan grid, pink border/head/UI, cyan body, and purple food, with subtle glow/emissive materials and minimal blue directional/ambient lighting.