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Snake Royale

  • arcade
  • snake
  • battle-royale
  • neon
  • grid
  • endless
0
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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. Bryson Stidham built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Snake Royale yet. Play it, then tell Bryson Stidham what you would add next.

Make your own game

Snake Royale was built by Bryson Stidham 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 Royale 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 Royale

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.

Rebuild a playable browser game titled “Snake Royale” (the page title can be “Glow Snake Royale”) as a neon arcade battle-royale Snake game on a fixed 32-column by 24-row grid. Use a full-screen responsive HTML canvas with a dark navy/black radial-gradient background and a glowing cyan grid board centered on screen. The board has a bright cyan outer border, while the currently safe playable area is outlined in pulsing red/magenta and the area outside it is covered by a translucent red storm overlay. Scale the grid to fit the viewport, preserving all 32x24 cells, with a small vertical offset so HUD can sit above it.

At the start screen, show the board already rendered with the red player snake and several colorful enemy snakes, a centered modal card titled “SNAKE ROYALE” in large uppercase white text with red and pink glow, and explanatory text: “You are the red glowing snake. Eat pellets, grab power ups, dodge enemy snakes, and stay inside the shrinking arena.” Include four selectable pill buttons: Easy, Normal, Hard, and Insane, with Normal initially selected, plus a large gradient Start button. The modal disappears during play and returns on game over. Space/Enter and the Start button restart/start the game.

The player is a glowing red snake initially four cells long, starting around x=9, y=12 and moving right. Draw each snake segment as a rounded, nearly square glowing cell with a white-hot glowing head and a small dark eye positioned toward the current direction; use a red body with a bright red/white head. Movement is grid-based and continuous, with one queued direction at a time. Support Arrow keys and WASD; reject immediate 180-degree reversals. Also provide a large circular touch joystick at bottom-left: dragging it chooses up/down/left/right based on the dominant axis, and the stick follows the pointer before returning to center.

The goal is to eat the glowing lime-green pellet, gain 10 points, and grow by one segment. The pellet should pulse with a green halo and ring. Spawn it in a free cell inside the current safe zone, never on a snake, enemy, or power-up. If the player hits the outer board wall, the red storm/outside-safe-zone, its own trail, or an enemy snake, end the run unless a shield absorbs the hit. Store and display the best score in localStorage. On game over, show the collision reason, current score, best score, and number of surviving bots, with “Pick a difficulty and press Restart.”

Populate the board with autonomous enemy snakes (“bots”). Their bodies are 3–6 cells long, each drawn with a distinct neon color from pink, violet, orange, cyan, green, or light pink, with a white glowing head and dark eye. They move in cardinal directions, turn periodically, remain in the safe zone when possible, and sometimes choose a direction that approaches the player; avoid their own body when turning. Enemies can be eliminated when their attempted movement leaves the board/safe zone, producing a particle burst and awarding 5 points. Maintain/re-spawn bots periodically if the count gets too low. Difficulty settings must affect movement and population: Easy uses player move interval 0.125 seconds, 3 starting enemies, enemy movement every 2 ticks, arena shrink every 68 ticks, power-up spawn every 54 ticks, and enemy turn timing 9; Normal uses 0.105, 5 enemies, every 2 ticks, shrink 52, power-ups 46, turn timing 7; Hard uses 0.086, 7 enemies, every tick, shrink 40, power-ups 40, turn timing 6; Insane uses 0.07, 10 enemies, every tick, shrink 30, power-ups 34, turn timing 5.

The safe arena begins as the entire 32x24 board. Every difficulty-specific shrink interval, move one boundary inward, cycling through left, right, top, and bottom. Do not shrink below roughly 11 cells wide or 9 cells high. Render the new safe-zone border with a strong red glow and briefly intensify it when the storm advances. Food and power-ups outside the new safe zone should be respawned/removed. The HUD should show the storm percentage as the percentage of board area no longer safe.

Spawn temporary power-ups in free safe cells. Use at most three simultaneously except Insane, which allows two. Power-ups expire after roughly 180–269 ticks and are removed if outside the safe zone. Draw them as pulsing glowing circles with dark symbols: blue “S” shield, purple timer/clock symbol for slow, and yellow “+” bonus. Shield increases a stack up to 2 and protects against one collision, visibly drawing a blue glowing ring around the player head; a protected collision consumes one shield and moves the head one cell backward when possible instead of ending the game. Slow lasts 90 ticks and makes enemy movement slower. Bonus immediately adds 30 points. Show active effects above the board as “SHIELD xN” and/or “ENEMIES SLOWED”.

Add glowing particle bursts for eating food, collecting/using power-ups, enemy elimination, and player death. Include subtle pulsing grid and neon bloom/shadows throughout. Use these exact primary colors/styles: cyan grid/border, red/magenta storm, red player, lime food, blue shield, violet slow, yellow bonus, and multi-colored bots. Add simple synthesized Web Audio feedback: an upbeat start tone, chirpy eat sound, rising power-up sound, low hit sound, and low storm sound, initialized on first pointer or keyboard interaction.

Create a fixed HUD overlay above the canvas. At top-left, use a translucent dark glass panel with cyan border and glow showing “SCORE N” in large glowing red type, then “Best N · Length N”, then “Bots N · Storm N% · Difficulty”. At top-right, show a similar help panel reading “Battle Royale Snake / Arrow keys / WASD / joystick / Grab power ups, avoid storm and enemies”; hide this panel on narrow mobile screens. At bottom-right, show “Power ups: Blue shield · Purple slow · Yellow bonus” in a small panel, also hide it on narrow screens. Make all UI responsive, dark glassy, rounded, neon, and touch-friendly. The game should continuously render at animation-frame rate while simulation advances according to the selected difficulty’s movement interval.

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