Neon Snake
· v1.2
About
Classic snake, built for a watch instead of ported from a phone.
**It uses the whole screen.** The playfield is a disc that reaches the bezel:
**293 cells**, 49 % more room than the 196 that fit in the largest square you
can inscribe in the same screen at the same cell size. And the wall is the edge
of the watch itself, which is the clearest landmark a round screen has.
**And you can see where you are playing.** The board is drawn —outline, cells
and a light that fades from the centre to the rim—, not hinted at with a grey
that is barely lighter than black. On screens that cannot do that, the field is
marked with the contrast they do have. If your watch falls behind, the game
simplifies the board by itself rather than losing smoothness.
**The controls don't betray you.** Tap the side you want to go to and the snake
goes there: an absolute direction, with nothing to work out about which way it
was facing. Turns are queued, so a turn asked for halfway across a cell isn't lost
and you can chain two of them to take a corner. And a U-turn is never accepted,
because that is the one death that is never the player's fault.
If you prefer something else there are three touch schemes: tap a side, swipe,
or two zones (left and right turn). And on **watches with no touch screen the
game is played with the up and down buttons**, which can be swapped.
**Four bonuses that change the run.** One appears every five apples, each with
its own shape so you can tell them apart at a glance: the **gold** one is worth
five times as much, the **shield** saves you from one crash —and shows as a
ring around the head until you spend it—, the **ghost** lets you pass through
your own tail, and the **triple** multiplies the next three apples by three.
They all expire: you have to go and get them.
**And a combo that rewards taking risks.** Eating another apple before the
combo cools down multiplies your points by up to five. Playing safe in circles
is easy; scoring is not.
**Ten medals** you earn by playing —reach length 100, get saved by a shield,
three daily runs in a row— and **the three best scores of every mode**, not
just the top one.
**Four modes.**
- **Classic**: the wall kills.
- **Tunnel**: leave one side, come back in the other.
- **Walls**: a new block appears every four apples — never in your face, and
never cutting the field in two.
- **Daily run**: the same game for everyone, changing at midnight, with a
**streak** of consecutive days that breaks if you skip one.
**Three difficulties, and all of them start slow.** Speed grows with apples,
not with time: if you don't eat, you don't speed up. The arc on the rim shows
how far you are from top speed.
**And the things that matter on a watch**: the snake doesn't move until you
touch something, so opening the app never costs you a game; if you get
interrupted the game is saved and resumed; the best score is kept per mode and
difficulty, because they are not the same game; and golden apples are worth
five times as much and expire.
Four colour schemes, optional sound and vibration, and statistics.
No permissions: it reads no sensors, no location, and uses no internet.
An independent game inspired by the classic mobile-phone one. Not affiliated
with any brand or with any other game.
If you'd like to buy me a coffee, it will help me continue creating apps.
https://paypal.me/torrecillas