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Orbit Snake

  • 3d
  • arcade
  • snake
  • neon
  • space
  • grid
  • mobile
0
Remix it Discord

4 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. James Hodson built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Orbit Snake yet. Play it, then tell James Hodson what you would add next.

Make your own game

Orbit Snake was built by James Hodson 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 Orbit 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.

Read the build brief for Orbit Snake

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 browser game titled "Orbit Snake": a neon 3D Snake game viewed from a high, slightly tilted top-down perspective. Use a dark outer-space setting with a subtle starfield, deep navy/black background, cyan and magenta atmospheric glow, and strong bloom/post-processing. The play area is a square 22-by-22 grid on a dark floor, enclosed by four bright cyan energy-wall borders. Show thin glowing cyan grid lines across the arena. Keep the camera fixed above the board, looking toward its center, with perspective making the far edge appear smaller.

The snake moves continuously one grid cell at a time. It begins centered, length 3, traveling right: a bright cyan glowing spherical head followed by smaller flattened purple/magenta glowing spherical body segments. The player steers with WASD or arrow keys, and also with the visible bottom-right four-button D-pad (up, left, down, right); support touch swipe gestures on the canvas. Prevent immediate 180-degree reversals. The snake grows when it eats food, otherwise its tail advances normally. Yellow glowing faceted plasma/food appears at a free random grid cell. Eating it awards 10 points plus a small bonus based on current length, increases length, respawns food, and may spawn a power-up. Movement gradually becomes faster as score increases, with a minimum step interval; the slow power-up temporarily reverses this by slowing movement.

Collision rules: hitting the arena border or the snake's own body ends the run, unless an active shield blocks one crash. The shield collision protection lasts 8 seconds and is consumed on impact. A phase power-up lasts 7 seconds and lets the snake wrap across arena edges. Without phase, borders are solid. A slow power-up lasts 8 seconds and slows the snake. Power-ups are random and can be shield, slow, or phase: render them as bright glowing faceted octahedrons, using green for shield, blue for slow, and pink/magenta for phase. Start with one power-up present, and give later food collections a chance to spawn another. When collected, display a burst of small glowing particles and update the status message.

Implement a start screen overlay and game-over overlay in the center. Initially show a neon panel reading "NEON SPACE SNAKE", with text explaining collection of plasma and power-ups, and a rounded gradient Start Game button. On game over, show "GAME OVER", the final Score and Length, and change the button to Restart. Allow Space or Enter to start/restart as well. During play, show a fixed HUD: top-left translucent dark rounded panel with cyan border/glow, magenta spaced title "ORBIT SNAKE", Score, Length, and small controls hint "WASD / arrows · swipe or D-pad". At top-right show a matching panel with status text such as "Eat plasma. Grab power-ups." and a line listing active timed effects with remaining seconds (Shield, Slow, Phase). On narrow screens move the status panel below the left HUD panel. Place a large translucent/glowing gradient D-pad at bottom right.

Use glossy emissive materials and bloom so the snake head is cyan, body purple, food yellow, and power-ups green/blue/pink. Add ambient blue lighting plus cyan and magenta point lights, faint stars around the arena, and particle bursts when food/power-ups are collected or on death. The overall style should be polished futuristic arcade neon: high contrast, luminous edges, glassy HUD panels, cyan/magenta gradients, and no conventional flat 2D board.

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