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Arcade › Pulse Snake
Click the game above and it runs right here in your browser. No download, no installer, no account needed. sa koi built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Pulse Snake yet. Play it, then tell sa koi what you would add next.
Pulse Snake was built by sa koi 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.
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 classic grid-based Snake game presented as a polished neon cyberpunk interface. Use a full-screen dark canvas with background #05030d and a centered rectangular playfield. The playfield should adapt to the viewport: reserve roughly the top 150px and bottom control area, use square cells (about 20 columns on a desktop-sized screen, with a minimum of 12 columns/rows on smaller screens), center the board, and draw a faint cyan grid over the entire board. Give the board a thin glowing magenta/pink outline. Add a subtle radial purple glow behind the board. At startup, show the game board and a centered modal overlay. The modal is a dark translucent purple-black rectangle with a bright pink border/glow and inset cyan glow. It displays the large uppercase title “PULSE SNAKE” in hot pink with letter spacing and neon text-shadow, followed by: “Eat the bright pulses. Every pulse makes you longer — and faster.” Include a cyan outlined dark button labeled “START GAME.” The game begins when the button is pressed, or when Space is pressed while not running. After collision, replace the overlay text with title “SIGNAL LOST” and text `Final score [score]. You reached length [length].`, and change the button to “RUN IT BACK.” The snake starts centered, horizontal, three cells long, moving right. Render its head as a bright white glowing square with two small pink square eye/details near its upper area. Render the body as glowing square segments inset slightly within their cells, using a cyan-to-violet/purple hue progression toward the tail. The snake advances one grid cell at a time at a fixed interval of 155ms divided by its speed multiplier. Each collected pulse increases score by 1 and adds one segment; speed starts at 1.0x and increases by 0.075x per point, capped at 2.9x. The snake cannot reverse directly into itself. End the run immediately if the next head cell is outside the board or intersects the body, leaving the signal-lost modal visible. Place one collectible bright pulse at a random unoccupied grid cell. Draw it as a hot pink glowing circular orb with a small white center, gently pulsing in size. On collection, spawn a short burst of 14 tiny glowing particles alternating cyan and pink, radiating outward and fading quickly. Immediately place the next pulse in another unoccupied cell. Add a fixed HUD over the canvas at the top with three separated stat boxes: left “SCORE” and its numeric value, centered “LENGTH” and its numeric value, and right “SPEED” and a value such as “1.0X.” Use uppercase small labels, white values, cyan borders, dark translucent backgrounds, cyan/pink inset glows, and slight cyan text glow. Initial values are Score 0, Length 3, Speed 1.0X. Keep the HUD responsive and respect safe-area insets. Add touch-friendly on-screen directional controls at the bottom center in a 3-column by 2-row arrangement: an up arrow in the top middle, then left, down, and right arrows in the lower row. Use dark translucent blue buttons with thin cyan borders and glow. On wider screens these controls may be partially transparent until hovered. Also support keyboard ArrowUp/Down/Left/Right and W/A/S/D. Touch/pointer presses and keyboard commands should change the queued direction, while rejecting an immediate 180-degree reversal. The controls and start modal must remain clickable above the canvas. Use crisp 2D canvas rendering with glow effects via shadows, gradients, and neon colors: cyan #00e5ff, pink #ff36d9, violet #8b5cff, white highlights, and dark purple-black backgrounds. Maintain a continuously animated render loop so the pulse and particle effects animate even between movement steps. Do not add enemies, walls inside the board, lives, weapons, stages, scrolling, or other mechanics: the only failure conditions are hitting the outer boundary or the snake’s own body, and the goal is to eat pulses for the highest score and longest length.