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Andrei Solovev
ARCADE
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Games/ Snake
Arcade · Playable

Snake

Navigate the grid. Consume data. Don't crash

Playable
20 × 20 Grid
beginner Difficulty
PixiJS Engine
Snake

DATAWORM

// NEURAL DATA EXTRACTION PROTOCOL v9.0

> GRID: 20x20 SECTORS

> OBJECTIVE: CONSUME DATA PACKETS

> LIVES: 3 (EXTRA LIFE PICKUPS ENABLED)

> PORTALS: ACTIVE (BORDER WARP NODES)

> WARNING: SELF-COLLISION IS FATAL

PRESS [ENTER] TO INITIATE

Esc to exit · Enter to start

How to Play

Consume data packets without hitting walls or your own tail. Border portals warp you to the opposite edge. Extra-life pickups appear periodically.

Controls

// KEYBOARD
←↑↓→
Move
WASD
Move (alt)
Enter
Start / Restart
Esc
Pause / Exit fullscreen
// MOUSE
Click
Steer toward click (dominant axis)
Specs
Difficulty
beginner
Grid
20 × 20
Engine
PixiJS
Topics
gamearcadesnakecyberpunkpixijs
Languages
  • TypeScript 72%
  • Svelte 18%
  • CSS 10%

About

Why I built this

Snake was one of the first games I played as a kid — on a Nokia phone with a monochrome screen. I wanted to rebuild it from scratch, but with portals instead of walls, extra life pickups, and the kind of visual polish that makes you want to keep playing. It's the simplest game in the collection, but it's also the one that pushed me to build the entire engine layer — input polling, game loop, grid rendering, state machines — because I needed a solid foundation before tackling anything more complex.

Highlights

Border Portals Pass through walls — exit one side, enter the other
Life Pickups Temporary extra-life items spawn on the grid
Sub-Tile Movement Smooth fractional-cell interpolation at 60fps
Dual Themes DataWorm (amber) and NetCrawler (cyan) — switch live
5 Backgrounds Animated space, nebula, hacker HUD, and more in fullscreen

Tech Stack

PixiJS
game-preset-arcade
engine-input
engine-renderer

Dev Notes

>

The engine renders cells, not sprites — each frame the game returns an array of {x, y, color, shape} and the renderer draws them. No scene graph, no display objects.

>

Mouse steering converts click position to a direction relative to the snake head. It feels surprisingly natural for a grid game.

>

Border portals were a late addition that changed the whole feel — infinite corridors instead of claustrophobic walls.

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Solution Architect & Lead Software Engineer

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