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Arcade › Pulse Snake

Pulse Snake

  • arcade
  • snake
  • neon
  • grid
  • endless
  • responsive
  • 2d
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. John-Ivar Hauge 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 John-Ivar Hauge what you would add next.

Make your own game

Pulse Snake was built by John-Ivar Hauge 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,” a neon cyberpunk/grid version of classic Snake. Use a full-screen, non-scrolling dark canvas with a very dark navy/black background and a subtle radial blue-purple gradient glow centered around the play area. Overlay a fixed HUD at the top: left-aligned bright magenta glowing text “PULSE SNAKE”; right-aligned glowing stats reading “SCORE 0”, “SIZE 3”, and “SPEED 1.0x”, with the numeric values cyan. Use bold Arial/Helvetica-style sans-serif lettering, uppercase labels, wide letter spacing, and cyan/magenta bloom/glow effects.

The game board is a centered rectangular grid occupying the available space below the HUD and above the mobile controls. Its grid dimensions are responsive: approximately 24 columns by 18 rows on a typical desktop viewport, with cell sizes constrained to roughly 16–30 pixels; preserve a minimum playable grid around 16 columns by 12 rows on smaller screens. Draw a thin cyan border around the board with a soft cyan glow and faint blue grid lines inside. Keep the board centered horizontally and vertically with some room for the top HUD and bottom controls.

At the start, show a centered modal panel over the board: translucent deep navy background, thin cyan border, cyan outer glow and faint magenta inset glow. It contains a large glowing pink/magenta “Pulse Snake” heading, the instruction text: “Eat the glowing cores. Every core makes you longer — and faster. Don’t hit the walls or your own trail.” and a cyan-outlined button labeled “START RUN.” Keep the bottom hint visible: “ARROW KEYS / WASD • SWIPE OR D-PAD ON MOBILE”. The on-screen directional pad is hidden before the run begins and appears while playing; on desktop it may be slightly transparent. Position it near the bottom center as four arrow buttons in a diamond/cross layout: up above, left/down/right below, with dark translucent cyan styling, rounded corners, and glowing cyan borders.

Core gameplay: when START RUN is pressed, initialize a three-segment snake centered on the grid, initially traveling right. The head is the first segment and the two trailing segments extend left. Move the snake one grid cell at a time continuously. The player changes direction with Arrow keys or WASD; prevent immediate reversal into the opposite direction, including queued direction changes. On mobile, support the visible D-pad buttons and swipe gestures on the canvas (use the dominant horizontal or vertical swipe direction, with a small movement threshold). The snake cannot wrap around the edges: hitting any board wall ends the run. Hitting any segment of its own trail also ends the run.

Place one glowing collectible core at a random unoccupied grid cell. Render it as a pulsing cyan-white circular core with a smaller bright cyan center and strong cyan glow. When the snake head reaches it, increase score by 10, add one segment (do not remove the tail for that movement), increase speed according to score so it accelerates gradually (speed multiplier = 1 + score / 110, with movement interval clamped to a minimum of about 0.065 seconds and base interval about 0.18/speed), and spawn a new core at another unoccupied random cell. Briefly emit small cyan square particles from the collected core. The HUD must update live: score, snake size, and speed shown to one decimal place.

Render the snake as luminous square cells inside each grid cell. Use bright magenta/pink for the head and purple for the body, with smaller inset padding on body cells and a stronger glow on the head. Add a small white eye dot toward the head’s forward/right-facing area. Use smooth neon shadow/bloom effects but retain crisp grid-aligned geometry. On collision, stop movement, show a burst of magenta particles from the head, and replace the modal content with heading “SIGNAL LOST”, text formatted like “Score [score] • Size [size]. The pulse outran you.”, and a button labeled “RETRY RUN”; clicking it resets the snake, score, speed, and starts a new run. The initial/reset values must be score 0, size 3, speed 1.0x.

Animate the canvas continuously for the food pulse, glow, and short-lived collection/collision particles. Keep the HUD and modal as HTML/CSS overlays above the canvas, make the canvas touch-action safe for swiping, and ensure the entire layout scales cleanly across desktop and mobile screens without scrolling. Do not add enemies, obstacles, lives, weapons, power-ups, levels, sound, or wraparound movement; the only hazard is the walls and the snake’s own trail, and the only collectible is the glowing core.

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