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Arcade › Serpent Rush
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Bang Jaxsen marquez built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Serpent Rush yet. Play it, then tell Bang Jaxsen marquez what you would add next.
Serpent Rush was built by Bang Jaxsen marquez 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 Serpent Rush 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 “Serpent Rush,” a polished neon/grid Snake game. Use a dark navy interface with a subtle radial blue background, cyan-blue borders and glows, lime-to-cyan accent gradients, and rounded glass-like panels. The app should have a header with an “S” brand mark, the title Serpent Rush, the subtitle “Grow fast. Turn smart. Own the grid.”, and three stat cards labeled Skor, Rekor, and Level. Store the best score persistently in local storage. The main play area is a square canvas inside a rounded, bordered stage. Render a 24 by 24 grid over a dark blue gradient playfield with faint cyan grid lines. The snake starts with four cells horizontally around grid coordinates x=7 through x=4 at y=12 and initially moves right. Draw it as glowing, rounded square segments with a lime/green-to-cyan variation; the head should be the brightest cyan segment with a stronger glow. The player controls the snake on discrete timed grid steps: Arrow keys or WASD change direction, and the snake may not reverse directly into its current direction. Also provide mobile/touch directional buttons arranged as an up/left/down/right D-pad in the lower-right of the stage; show this D-pad on narrow screens. A direction input before starting should start the game. Place a food orb randomly on an unoccupied grid cell. The normal orb is pink/coral, softly pulsing and glowing, and awards 10 points. There is a 13% chance for each spawned food to be a gold orb, which awards 25 points and causes a stronger screen-shake effect. When food is eaten, grow the snake by retaining its tail, otherwise remove the tail each movement. Eating food spawns a burst of colored particles. After food is eaten there is a 22% chance to spawn a temporary gold diamond bonus on another unoccupied cell (not overlapping the food); make it rotate and glow. It lasts 5 seconds, awards 40 points when collected, then disappears with a gold particle burst and stronger shake. The snake dies on leaving the 24x24 board or colliding with its body. On game over, stop movement, update and persist the best score, and show a centered overlay with title “Game over,” a score message containing the score, and a “Main lagi” button. Movement begins at a 145 ms interval. Increase the level whenever score reaches another 80-point band using level = 1 + floor(score / 80), and reduce the movement interval by 8 ms per level, down to a minimum of 70 ms. Update the HUD after scoring with score, best, and level. Use smooth animation for food pulsing, bonus rotation, particles, and subtle effects, while movement itself remains grid-based. Particles should radiate from eaten items and fade away. Show an initial modal overlay over the board with the title “Serpent Rush,” the Indonesian instruction “Makan orb, hindari tubuhmu sendiri, dan raih skor tertinggi.”, and a bright gradient “Mulai bermain” button. The modal should be a dark translucent glass card with cyan border and rounded corners. Include a footer with pills “⌨ Panah / WASD”, “⚡ Spasi: pause”, and “💎 Orb emas = bonus”, plus a secondary Pause button. Space or the Pause button toggles pause while the game is active; pause should stop simulation and show an overlay titled “Pause” with the message “Tarik napas. Orbnya tidak akan ke mana-mana.” and a “Lanjut bermain” action, while resuming hides the overlay. Make the layout responsive: desktop shows the full header, square play area, footer, and keyboard tips; on small screens fit the viewport, hide the subtitle, compact the stats, and reveal the touch D-pad. Use Indonesian HUD labels and messages exactly as described, with clean modern sans-serif typography and accessible button interaction states.