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Pulse Snake

  • 2d
  • arcade
  • snake
  • neon
  • cyberpunk
  • mobile
  • endless
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. IFAHAD 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 IFAHAD what you would add next.

Make your own game

Pulse Snake was built by IFAHAD 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 2D arcade Snake game titled “PULSE SNAKE,” presented in a dark neon cyberpunk interface. Use a full-screen near-black navy page with a centered app (maximum width about 900px), a top bar, large cyan glowing spaced title “PULSE SNAKE,” and two compact stat boxes on the right showing SCORE and SPEED. The play area is a bordered rectangular board with a bright electric-blue outline and subtle blue outer/inset glow; render a 26-column by 22-row grid centered inside it on a very dark #070a1b background, with faint blue grid lines. Keep the canvas responsive to the board dimensions and preserve the grid proportions, leaving any extra space as margins around the grid.

Gameplay is classic grid-based Snake. Start with a three-cell horizontal snake centered on the grid, head on the right, moving right automatically. The snake advances one grid cell at a time, initially roughly every 142 ms. The player steers with Arrow keys or WASD; on touch-capable/mobile layouts provide four large arrow buttons below the board (up, left, down, right), and also support swiping directly on the board. Prevent an immediate 180-degree reversal. A glowing magenta/pink food “core” appears at a random unoccupied grid cell. When the snake’s head reaches it, increase score by 1, leave the snake one segment longer, and spawn another core at a free random cell. Each core also increases movement speed: speed multiplier is 1.0 + score*0.055, capped at 1.95x, with movement interval 142/speed milliseconds. Show the current score and multiplier (one decimal followed by “x”) in the HUD. End the run if the head hits any board edge or any part of the snake; stop movement and display a centered overlay with the title “SIGNAL LOST,” text formatted like “Score [score] · length [length]. The grid gets quicker as you grow.” and a “RUN IT BACK” button. Spacebar should also restart after game over.

Draw the food as a pulsing magenta glowing circle at the center of its cell, with a radius around 28% of a cell plus a small pulse expansion, using a sinusoidal pulse and strong pink shadow/glow. Draw each snake segment as a rounded square inset a few pixels from the cell edges, with turquoise/teal neon glow. Make the head brighter cyan and give it a small dark eye positioned toward the current travel direction; make trailing segments gradually shift darker toward teal. Use crisp canvas rendering with neon shadows, but no sprites or textures.

Include an overlay/panel for the start state matching the shown presentation: a translucent dark backdrop over the board and a centered dark purple panel with a thin hot-pink border, pink glow, white large heading “PULSE SNAKE,” explanatory text “Eat the glowing cores. Every core makes you longer — and faster.” and a cyan-outlined dark button labeled “START RUN.” Clicking/tapping this button begins or restarts a run. The visual shown is a clean title/start screen over the grid, with the large centered panel. After collision, replace its contents with the game-over text. Use bright cyan, electric blue, magenta, and teal neon accents, Arial-like sans-serif typography, subtle text shadows, and responsive mobile styling. On narrow/coarse-pointer screens show the directional controls and hide the keyboard hint; on desktop show the hint “ARROW KEYS / WASD TO MOVE · SWIPE ON THE BOARD.” Avoid adding enemies, walls, powerups, lives, levels, sound, or other mechanics not described.

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