Arcade › Snake.io
Click the game above and it runs right here in your browser. No download, no installer, no account needed. vishvap417 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Snake.io yet. Play it, then tell vishvap417 what you would add next.
Snake.io was built by vishvap417 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.io 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 browser-based 2D top-down arena game titled “Snake.io,” rendered with a full-window HTML canvas and a dark, minimalist arcade style. The playable world is a bounded square arena approximately 1800×1800 world units, larger than the viewport, with the camera smoothly/continuously centered on the player snake so the player stays near screen center. Paint the background nearly black navy (#0a0f1e), draw a sparse dark green grid at roughly 70-unit intervals across the arena, and outline the arena with a thick muted olive-green border. Do not use 3D models or textures: all game objects are simple flat, softly colored circles. The player is a green snake made from a chain of circular segments, initially about 9 segments long (the HUD displays its current whole-number length). Its head is slightly larger than body segments, with a darker green inner head marker and one small white eye/directional detail toward the direction of travel. The snake continuously moves forward at a steady speed. Steer it by holding Left/Right arrow keys or A/D to rotate left/right; keyboard steering takes priority over mouse input. Also support mouse steering: after moving the mouse over the canvas, aim relative to the screen center and turn toward the cursor, unless keyboard input was used very recently. Support touch steering by aiming from the screen center toward the touch point. Holding Space or either Shift key gives a strong temporary speed boost (about 2.1× normal speed). The player can turn freely and may pass over/touch its own body; self-collision is intentionally disabled. Scatter a low, sparse population of about 22 small yellow food orbs across the arena. Each orb is a yellow-gold circle with a smaller pale-yellow highlight/inner circle. When the player head reaches an orb, remove it, add 2 body-length units, and add 14 points to the score. Occasionally respawn a food orb after eating, while maintaining a generally sparse food count; food can also appear when opponents die. Food is not automatically replenished densely. Populate the arena with 12 autonomous opponent snakes. Each opponent is a chain of circular segments roughly 5–12 segments long, radius similar to the player, and uses varied solid colors such as red, blue, purple, orange, teal, or pink. Opponents move continuously at about 93% of the player’s normal speed, show a tiny white head marker, and bounce/turn back when they reach the arena boundary rather than dying. Give them simple target-seeking AI: pursue nearby food, sometimes wander and turn randomly, hunt the player when close and the player is shorter or comparable, and flee when close to a clearly longer player. Opponents can eat food for modest growth. An opponent dies if its head collides with its own later body segments, if its head hits the player’s body, or if it collides head-on with another opponent; on death, drop a handful of yellow food orbs distributed around random body segments, then respawn replacement AI after a short delay so the arena remains active. If an opponent head touches any part of the player’s snake, the player immediately dies. The player may also kill an opponent by cutting into its body with the player’s body, but this does not need to directly award score beyond the dropped food. The player dies immediately upon crossing the arena boundary or colliding with any opponent segment. On death, stop gameplay and show a full-screen semitransparent black overlay with a centered dark slate panel, subtle border, rounded corners, and white text: “Game Over,” “Final Score,” a large green final score number, the final length plus the saved high score, and a bright green “PLAY AGAIN” button. Clicking the button or pressing Space while game over restarts with a fresh player, score 0, sparse food, and a full set of opponents. Store the best score in localStorage and display it in the game-over details. Add a P key pause toggle; when paused, freeze simulation while leaving the rendered scene visible. Use a fixed HUD overlay above the canvas: at the upper-left show the small letter-spaced label “LENGTH” and a large bold white current length; at the upper-right show “SCORE” and a large bold white score. Use lightweight text shadowing. Along the bottom center, show subdued gray instructional text: “Mouse to steer • Arrow keys / A D • Hold Space or Shift to boost • Eat orbs to grow • Avoid other snakes.” Keep the overall composition similar to a simple dark Snake.io clone: lots of empty gridded arena, scattered glowing-looking gold dots, and colorful chains of bead-like circles viewed from a centered top-down camera.