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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. min htet paing 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 min htet paing what you would add next.
Pulse Snake was built by min htet paing 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 playable browser game titled “Pulse Snake,” a neon arcade Snake game on a full-screen responsive canvas. Use a very dark navy/near-black background (#050816) with a subtle cyan-blue square grid covering the playfield. Center the grid within the viewport; size cells responsively, targeting a 24x24 grid and ensuring at least 16 columns/rows on smaller screens. The game should have a glowing cyberpunk visual style: cyan, purple, and hot-pink luminous elements with soft bloom/shadows. Gameplay: begin with a centered start overlay. The snake starts at the center of the grid, length 3, arranged horizontally with its head on the right and moving right. Place one glowing pink orb/food at a random grid cell that is not occupied by the snake. On each fixed movement step, move the snake one cell in its current direction. If the head reaches the orb, increase score by 10, keep the new segment (so length increases by one), and spawn another orb at a random unoccupied cell. If the snake does not eat, remove its tail so its length stays the same. The snake dies when its head crosses the grid boundary or enters any occupied body cell. There are no enemies, walls, powerups, lives, or wraparound: only the grid border and the snake’s own body are hazards. Movement speed starts at 7 steps per second and increases with length according to speed = min(15, 7 + length*0.28), so eating makes the run progressively faster, capped at 15 steps per second. Prevent an immediate 180-degree reversal: ignore a requested direction if it is exactly opposite the current direction. Support Arrow Up/Down/Left/Right and WASD on the keyboard. Also support the on-screen directional pad and swipe gestures on the canvas (recognize a swipe when its dominant distance is greater than 24 pixels). The directional pad is a four-button arrangement in the bottom-right: up centered above left/down/right, with cyan outlined circular/rounded buttons and arrow glyphs. It should be usable on touch and mouse/pointer input. Rendering: draw the snake as separate rounded rectangles inset within each cell. The head should glow cyan and have two small white eyes; body segments should use cyan-to-purple translucent gradients, with the head brighter than the tail. Give the head a stronger cyan shadow and body segments a softer glow. Draw the food as a small hot-pink glowing circular orb with a gentle pulse animation (its radius varies subtly over time). Keep the grid lines thin, dark blue, and partially transparent. HUD: place a fixed overlay above the canvas. At top-left show the uppercase brand “PULSE SNAKE” in bold widely letter-spaced cyan text with cyan glow. At top-right show three rounded pill stats with translucent dark backgrounds and cyan borders/glows: SCORE (initially 0), LENGTH (initially 3), and SPEED (initially 1.0x). Update all values during play; speed display is current speed divided by 7, formatted to one decimal plus “x.” Keep the HUD responsive with wrapping spacing on smaller screens. Initial overlay: while waiting to start, show a centered dark translucent purple/navy gradient card, approximately 430px wide at maximum, with rounded corners, cyan border, cyan/pink inset and outer glow. Its heading is large white uppercase “PULSE SNAKE” with cyan and pink neon text-shadow. Show the exact instruction text: “Eat the glowing orbs. Every segment makes you faster — survive the neon grid.” Below it, show a bright cyan pill-shaped button labeled “START RUN,” with dark bold uppercase text and a cyan glow. Below the button show the hint: “Arrow keys / WASD • Swipe or use the pad”. The canvas and HUD remain visible behind the overlay. Pressing the button, Enter, or Space resets the run and starts it. On collision, stop the game and show the overlay again with the heading “RUN ENDED,” message formatted as “Score [score] • Length [length]. The grid got too fast — try another run.” and change the button label to “Retry.” A new run resets score, length, snake position, direction, and speed. Use a full-screen, non-scrolling layout and make the canvas touch-action safe so swipe controls work cleanly. On desktop make the bottom-right control pad somewhat translucent, while keeping it fully visible and usable on touch devices.