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SNAKE 3D

  • 3d
  • arcade
  • snake
  • neon
  • futuristic
  • survival
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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. St Red built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about SNAKE 3D yet. Play it, then tell St Red what you would add next.

Make your own game

SNAKE 3D was built by St Red 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 3D 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 3D

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 browser-playable 3D Snake game titled “SNAKE 3D” with a polished futuristic neon arcade presentation. Use a dark Three.js-style 3D scene: an 18-by-18 square arena with a nearly black glossy floor, subtle cyan grid lines, four raised dark blue translucent walls with bright cyan edge outlines, light fog, soft blue/cyan lighting, shadows, and a few low-poly futuristic pillars/decorative objects around the outside. Render from an elevated perspective camera looking down toward the arena; during play, smoothly follow the snake’s head from behind its movement direction, looking slightly above the head, with a subtle zoom-out as the snake gets longer. In the menu, use a gentle idle camera orbit around the arena.

The player controls a continuously moving snake on a one-unit grid, initially three segments long and starting near the left side of the arena, moving right. The snake is made from glossy glowing blue/cyan 3D spheres: a larger rounded head with two white eyes, cyan glowing pupils/details, and a small forward-pointing horn/direction marker, followed by smaller cyan-blue spherical body segments. Turn with Arrow keys or WASD on desktop; prevent immediate 180-degree reversals. On mobile, support swipe gestures on the canvas and a visible four-direction touch control arrangement (left, up, down, right) near the bottom. Space or Escape pauses during play. The snake advances automatically at a starting interval of about 0.22 seconds per grid step; eating food grows it by one segment and movement gradually speeds up.

Place one collectible food item in the arena at a time: a floating hot-pink glowing sphere with a spinning torus/ring around it, a pink point-light glow, gentle vertical bobbing, rotation, and pulsing scale. Food is randomly placed on integer grid positions away from the snake and obstacles. When collected, award 10 points multiplied by the current combo, create a pink particle burst, grow the snake, and respawn food. The combo increases up to x5 and is shown in the HUD while above one; it decays one step after its timer expires. Every five foods increases the level, emits a level-up sound/particle effect, slightly boosts speed, and increases the number of arena obstacles up to four. Every three foods also gradually reduces the movement interval.

Add randomly placed low-poly dark purple/blue cylindrical obstacles with five sides, varied height, and glowing violet top rings. Colliding with a wall/outside boundary, an obstacle, or the snake’s own body ends the run. The player goal is to collect food, grow, build score and combo, and survive as long as possible. Use smooth visual interpolation for body following and a small head bob.

After more than two foods, food collection can randomly spawn at most one floating power-up, and power-ups can also occasionally appear later. Represent the power-up as a glowing rotating octahedron with a neon torus ring, with these actual types and effects: SPEED is cyan and temporarily increases movement speed; SHIELD is yellow and adds a translucent yellow sphere around the head for its duration (implement the visible effect as in the source); MAGNET is pink/purple and temporarily pulls the food toward the head; MULTI is green and raises the combo to at least x3. Power-ups last about 9.5 seconds, show a colored timed badge near the top HUD, animate while on the field, and produce colored particle bursts when collected. Include neon particle effects for food collection, power-up collection, level-up/death feedback, and a gold celebration effect for a new high score.

Build the UI as a dark, premium overlay over the 3D scene. During play, center a top HUD with monospaced-looking padded values for SCORE (six digits), LENGTH (two digits), and LEVEL (two digits), show the active power-up timed badge beneath it, and show the combo at upper right. The main menu is a centered translucent dark panel with cyan border/glass feel, large gradient cyan-to-magenta “SNAKE 3D” title, “FUTURE ARCADE” subtitle, and buttons PLAY, HOW TO PLAY, SETTINGS, and HIGH SCORES. The How To Play panel explains Arrow/WASD, mobile swipe/tap arrows, collecting glowing food, avoiding walls/obstacles/self, power-ups, and surviving. Settings provides persisted toggles for Music, Sound Effects, and Vibration plus High/Medium/Low graphics quality. High Scores displays persisted Best Score, Longest Snake, and Highest Level. Include a pause overlay with RESUME, RESTART, SETTINGS, and MAIN MENU. On death, show a delayed GAME OVER panel with the final score, length, level, high score, a NEW HIGH SCORE message when applicable, and PLAY AGAIN/MAIN MENU buttons. Store settings and high-score values in local storage. Include synthesized ambient low music and short synthesized sound effects for eating, power-ups, collisions, level-ups, high scores, and clicks, respecting the settings toggles. Make the layout responsive and hide the mobile controls on wider screens.

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