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Snakecokeiro

  • 2d
  • arcade
  • snake
  • mobile
  • casual
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. Paz Herman built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Snakecokeiro yet. Play it, then tell Paz Herman what you would add next.

Make your own game

Snakecokeiro was built by Paz Herman 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 Snakecokeiro 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 Snakecokeiro

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 portrait/mobile-friendly arcade Snake game titled “Snakecokeiro.” Use a full-screen, dark navy/near-black page (#0f0f23) with a centered square canvas and responsive sizing: an 18×18 grid, capped around 540px, sized to fit the viewport while leaving room for the HUD and mobile controls. Give the canvas rounded corners and a subtle red/pink outer glow. Render the playfield as an alternating very dark indigo checkerboard, with no walls drawn separately.

The player controls a snake made of colorful striped drinking-straw segments. Start it centered on the grid, four cells long, moving right. Each segment is a rounded rectangle with a small inset, soft dark shadow, alternating warm colors from orange, lighter orange, gold, and pale yellow, plus three thin creamy-white horizontal stripes and a subtle left-edge highlight. The head is the first segment and has a dark straw opening in the center, two white cartoon eyes with small black pupils, making it look like a character. The snake advances one grid cell at a time, initially every 160ms. It cannot reverse directly into its current direction; accept Arrow keys or WASD on desktop, and on mobile provide four circular touch buttons arranged in a horizontal row near the bottom in the order left, up, down, right. Also support swipe gestures on the canvas, choosing the dominant horizontal or vertical direction and ignoring very short swipes. Hide the touch buttons on wider screens.

Place a collectible salt crystal at a random unoccupied grid cell. Draw it as a glowing white faceted polygon with a radial glow, inner facet highlight, and tiny bright sparkle. When the snake’s head reaches the salt, increase the score by 10, grow the snake by retaining its tail, spawn another salt crystal away from the snake, and increase the movement speed slightly by reducing the interval by 2ms, down to a minimum of 65ms. Emit eight small white glowing particles from the collected salt; particles drift outward with gravity and fade out. The game ends when the head leaves the 18×18 grid or hits any part of the snake’s body. Do not wrap around the edges.

At the top, overlay a HUD that does not block the game: on the left show a rounded translucent black score pill containing a salt emoji and the numeric score, starting at 0; on the right show “SNAKECOKEIRO” in bold uppercase pink/red lettering with slight glow inside a translucent rounded pill. On game over, darken the entire canvas with a translucent black overlay and center pink/red glowing bold text “GAME OVER,” followed by the score line in Portuguese using the salt icon and wording like “🧂 10 grãos de sal,” and a smaller hint “toque ↻ para recomeçar.” Show a circular pink restart button with a white ↻ in the HUD only after game over; clicking or tapping it resets the snake, score, speed, particles, and game state.

Keep the visual style minimalist, dark, neon-accented, and playful: nearly black/navy background, pink-red UI accents, warm orange striped straw snake, and bright white salt. Use smooth canvas rendering and subtle shadows/glows, but preserve the discrete grid-based movement and collision rules.

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