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Snake

  • 2d
  • arcade
  • snake
  • grid
  • endless
  • score-challenge
0
Remix it Discord

2 plays ·added November 3, 2026

About Snake

Guide a serpentine creature through a maze, consuming dots to grow longer while avoiding your own tail and the walls. Each movement tests your reflexes as you strive for a new high score in this fast-paced, classic challenge.

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. my Kazakhstan built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Snake yet. Play it, then tell my Kazakhstan what you would add next.

Make your own game

Snake was built by my Kazakhstan 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 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 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.

Recreate a browser-based arcade Snake game titled “Snake” / “SNAKE GAME” with a fixed 800x600 canvas, centered responsively on a very dark charcoal (#0f0f0f) page. Put a player-name row above the canvas reading “Имя игрока:” with a dark text input (maximum 15 characters, placeholder “username”); require a nonempty name before starting. Use a clean, minimal, flat 2D style with Arial text, no external assets, and a 40-column by 27-row playfield of 20px cells beneath a 60px HUD. The play area is dark gray (#1e1e1e), optionally overlaid with subtle dark grid lines, and the HUD is a darker strip with a thin yellow divider.

Main menu: show “SNAKE GAME” in bright green near the top, then either the current/player name or “Введите имя сверху и нажмите Play”. Provide large rectangular buttons: green “Play”, blue “Leaderboard”, and olive/yellow “Settings”. Buttons are centered, 200–300px wide, 50px tall, with a lighter hover color and bold white labels. Store settings and scores in browser localStorage (with an in-memory fallback): grid overlay, sound, snake color, and all submitted scores should persist.

Core gameplay: when Play is pressed, create a three-segment snake centered in the grid, initially moving right. The snake advances one whole cell at a time; movement speed starts at 10 steps/second and increases by 2 steps/second per level. Accept arrow keys or WASD, and prevent immediate reversal into the opposite direction. Also support mobile swipe gestures on the canvas (minimum swipe distance about 25px). Escape returns to the menu. Draw the snake as inset square cells: the head is bright green normally, body uses the selected color, and the head has two white eyes with tiny black pupils oriented in its current direction. Settings can cycle body colors green, blue, and yellow. The grid overlay can be toggled.

Food should spawn in unoccupied cells, with up to four foods visible at once. Render each as a colored circular dot with its point value written inside: red Apple +10 (common and permanent), orange Orange +20 (can expire after 50 movement ticks), purple Grape +30 (expires after 30 ticks), and yellow Star +50 (expires after 20 ticks). Temporary foods fade and have a white outline as their lifetime runs down. Eating food increases the score by its value, grows the snake by one segment, and replaces the food. Every fifth food eaten increases the level and rebuilds obstacles. Display the food legend along the bottom of the HUD/playfield boundary with colored dots and +10, +20, +30, +50 labels.

At level 3 and above, generate gray one-cell square obstacles (roughly two per level), avoiding the central starting area. Colliding with the outer walls, the snake’s own body, or an obstacle ends the run unless a shield is active. Occasionally spawn a dark-red poison marker with a white X; touching it shortens the snake by two segments (or reduces it to one), and dying occurs if this leaves it at one segment. Occasionally spawn one cyan/blue/magenta square power-up labeled by its first letter: SPEED (cyan), SLOW (blue), or SHIELD (magenta). A power-up disappears after 8 seconds if not collected. SPEED raises movement speed by 8 steps/second for 5 seconds; SLOW reduces it by 5, never below 4, for 5 seconds; SHIELD protects from one collision and colors the head magenta while active. A wall collision while shielded wraps the head to the opposite edge; other shielded collisions consume the shield and cancel the collision step. Show the active effect in the HUD as a cyan bracketed label such as “[SPEED]”.

HUD during play: at the top show “Score: N” in yellow, “Best: N” in light gray, “Lvl: N” in white, “Len: N” in white, and the active effect at the right when applicable. Best should reflect the player’s previous personal best or current score. Play short simple oscillator beeps for button clicks, eating, leveling, power-up collection, poison, shield use, and death, with a Sound setting to disable them.

On death, save the score with player name, score, level, and date, then show a dark overlay/menu screen with large red “GAME OVER”, white “Score: N | Level: N”, and gray Russian text “Личный рекорд: N”. Include green “Retry” and gray “Menu” buttons; Space or Enter also retries. Retry starts a fresh game for the current entered player. The leaderboard screen should show “TOP 10 SCORES” in gold and list up to ten stored results sorted descending by score in the format “1. name - Score: N - Lvl: N”, or “Пока нет результатов” if empty, with a gray Back button. The settings screen should show “SETTINGS” plus buttons for “Grid: ON/OFF”, “Sound: ON/OFF”, “Cycle Snake Color”, and “Back”. Keep the overall presentation faithful to the screenshot: nearly black background, centered dark panel/canvas, oversized bold labels, simple flat colors, and no camera movement.”

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