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Arcade › Snake Safari

Snake Safari

  • 2d
  • arcade
  • snake
  • casual
  • grid
  • touch-friendly
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. sub thre built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Snake Safari yet. Play it, then tell sub thre what you would add next.

Make your own game

Snake Safari was built by sub thre 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 Safari 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 Safari

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 2D canvas arcade game titled “Snake Safari.” Use a full-window, touch-friendly canvas with a warm, cheerful cartoon style: a pale cream-to-peach vertical background, a centered rectangular checkerboard playfield made of alternating light golden and yellow-orange squares, and a thick rounded ochre border. Scale the grid to fit the viewport, keeping roughly 16–28 columns and 14–34 rows with square cells and a small margin.

The game is a classic continuously moving grid snake. Begin with a three-segment green snake centered on the board, heading right. The snake advances automatically at a steady rate (about 8 cells per second), wraps neither at the edges nor through itself, and dies when its head hits a wall or any body segment. Allow direction changes with Arrow keys or WASD, rejecting an immediate 180-degree reversal. On touch devices, begin on pointer interaction and use swipe direction (horizontal or vertical) to steer; ignore tiny taps as direction changes. Include a prominent start overlay before play and a game-over overlay afterward. The start overlay should have the large title “SNAKE SAFARI,” a short explanation that different foods transform the snake’s skin, a food legend, a “PLAY!” button, and the hint “Swipe / Arrow keys / WASD to move.” Clicking the button or pressing a movement key starts a fresh run. After death, show “GAME OVER,” the score, final length, stored best score, and a “PLAY AGAIN” button.

Place a fixed HUD above the canvas. At top left, show an apple icon and the current score in a white rounded pill. At top right, show “Best” and the persistent high score on one line and “Length” with the current snake length below it. Store the best score locally and update it when a run ends. When a temporary food effect is active, show a centered rounded colored badge with the food name, uppercase effect label, and remaining seconds.

Spawn exactly one collectible at a time in a random unoccupied grid cell. Make it a glowing, bobbing circular cartoon food with a soft shadow, radial glow, white outlined googly eyes, blush cheeks, and a type-specific mouth. Use these weighted food types: red Apple (50%): 10 points, grows the snake by one; cyan Ice (16%): 10 points, grows by one and temporarily changes the snake to an icy pale-blue skin with cyan accents and a glow, labeled SLIPPERY; orange Fire (14%): 20 points, grows by one and temporarily changes the snake to orange/red with yellow accents, flame decoration above the head, and a fire glow, labeled FIRE; yellow Lightning (12%): 12 points, grows by one and temporarily gives the snake a bright yellow skin/glow and a speed surge of about 1.7x for 5 seconds, labeled SPEED; purple Grape (8%): 12 points, grows by one and temporarily gives the snake purple skin, a pulsing translucent shield/bubble around its segments, and one-hit crash protection for 9 seconds, labeled SHIELD. The active effect should use the most recently collected special food and expire after its duration: Ice 6 seconds, Fire 7 seconds, Lightning 5 seconds, Grape 9 seconds. Fire’s active effect doubles the points awarded by subsequent food pickups while it remains active. Apple has no temporary effect and restores the default green skin. Effects can replace one another when another special food is eaten.

Render the snake as rounded square segments with dark outlines, shadows, a brighter head, and subtle alternating pale belly stripes on every other body segment. Draw expressive googly eyes oriented toward the current direction, with tiny highlights, plus a short animated red forked/wagging tongue. For the active effects add the appropriate glow; fire adds animated flames above the head, speed uses a bright yellow glow, ice uses a cyan glow, and shield adds a pulsing purple translucent overlay and white bubble ring. When food is collected, emit a short burst of colorful circular and rectangular confetti particles that arc outward and fade under gravity. Use soft shadows, rounded UI panels, playful bold rounded typography, and colorful high-contrast food dots in the legend. Do not add enemies, hazards, multiple foods, levels, lives, or a scrolling camera: the only dangers are the fixed board walls and the snake’s own body.

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