Skip to content

Arcade › Pulse Snake

Pulse Snake

  • arcade
  • snake
  • neon
  • cyberpunk
  • grid
  • endless
  • 2d
0
Remix it Discord

13 plays

How to play

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

Discussion

Nobody has said anything about Pulse Snake yet. Play it, then tell Mina Yassa what you would add next.

Make your own game

Pulse Snake was built by Mina Yassa 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 Pulse 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 Pulse 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 responsive browser game titled “Pulse Snake” using a full-screen 2D canvas and HTML HUD overlays. It is a neon cyberpunk take on classic Snake, viewed straight down at a square 24x24 grid arena centered on the screen. The page should fill the viewport with no scrolling, use a very dark navy/black background with a subtle radial glow (purple near the top, faint cyan/magenta around the play area), and scale the arena to the smaller viewport dimension with roughly 28px outer padding. The arena is a rounded-square dark translucent panel with a violet border and cyan glow/shadow. Draw a faint violet grid at every cell boundary.

The snake starts in the middle-left area as four grid cells in a horizontal line at positions (8,12), (7,12), (6,12), (5,12), moving right. The head is a rounded square colored hot pink/magenta with a bright pale outline and strong pink glow; the body cells are rounded cyan squares with lighter outlines and cyan glow. Put two small white glowing eyes on the head, positioned toward the direction of travel (eyes arranged horizontally when moving vertically and vertically when moving horizontally). The player controls four-direction movement only: Arrow keys or WASD on desktop, and a visible mobile directional pad with up/left/right/down arrow buttons on touch devices. Also support swiping on the canvas: a swipe over 16 pixels selects the dominant horizontal or vertical direction. Ignore/reject direct reversal into the opposite direction and duplicate pending direction inputs. The first valid direction input starts the run and hides the centered instruction card; before that, the snake is stationary.

Place one collectible food node at a random unoccupied grid cell. Render it as a pulsing yellow glowing orb with a small filled center and a larger thin circular ring. When the snake’s head reaches it, award 10 points, increase length by one segment, spawn a new food node at a random cell not occupied by the snake, and increase movement speed. Start with a movement interval of 0.17 seconds (about 1x); after each food, reduce the interval by 0.008 seconds, but never below 0.055 seconds. Display the current speed as the base interval divided by the current interval, formatted to one decimal followed by “x”. Use time-based update accumulation so movement remains consistent across frames.

The arena has wraparound portals on all four edges rather than solid walls: moving off the left edge reappears on the right, right reappears on left, top reappears on bottom, and bottom reappears on top. Visually draw glowing magenta portal strips along all four edges, inset from the rounded corners, with a periodic pulse. Immediately after wrapping, briefly highlight the entry/exit edge pair in bright yellow and increase its glow for about 0.22 seconds. The portal lane is the row or column crossed, but the visible effect is the highlighted edge pair.

The run ends when the new head position overlaps any existing snake segment, including the currently occupied tail cell before it is removed. On game over, stop movement and show a centered translucent message card with the heading “Crash”, text stating “Your signal burned out at [score] points.” and “Final length: [length] — tap restart and chase a faster run.” Show a “Restart Run” pill-shaped button near the bottom center. Restart resets the snake, score, length, speed, portal visuals, food, and initial instructions to their starting state. Also allow Space or Enter to restart after game over.

Overlay a fixed HUD above the canvas. At the top, show three translucent dark glass stat cards with violet borders/glows labeled in uppercase letter-spaced text “Score”, “Length”, and “Speed”, initially showing 0, 4, and 1x. On narrow screens stack these cards vertically; otherwise use three columns. Center the initial instruction card with the title “PULSE SNAKE” in large uppercase cyan glowing text and the exact guidance: “Eat the glowing nodes. Every bite makes you longer and faster.” followed by “Use arrow keys, WASD, or the mobile pad below.” Highlight key instructional words in yellow. Keep a bottom touch-control area containing a 3x3 directional pad with blank corners/center and four translucent rounded buttons, plus a small hint panel reading “Stay alive as the tempo ramps up.” Use touch-safe pointer interactions and prevent page scrolling while playing. Use smooth pulsing glows and glassmorphism, but keep gameplay clearly readable and faithful to a simple grid Snake game.

More free browser games

Browse the whole Arcade →