Pravar

2026Interaction & Game Design

Snake

Snake was designed for four physical keys. I kept its rules, dropped its grid, and rebuilt it for the thumbs, mice and sticks we use now.

Play it

Real play

The 1-minute summary

Snake, for the hand you actually have.

The question
On a Nokia, Snake was flawless: four keys, four directions. Every version since has faked those keys on glass. What would Snake be if it were designed for the devices we hold now?
What I did
A personal project, built solo on my own time: the interaction model, the camera and radar, the art direction, the sound and the build, made with AI coding tools (Claude, ChatGPT and Antigravity).
The answer
Every input becomes one heading, and the worm turns toward it at a limited rate, so it still plays like Snake. A 3D chase camera carries the feel; a 2D radar carries the plan.
The result
A browser game you can steer with a thumb, a mouse, keys or a gamepad, with no setup. It's the second game in Horizon, this site's experiments space.

Prototype → Today · The same moment

Left, the prototype: a green bead snake on a flat blue-grey disc ringed with red bumper posts and a bright blue line. Right, today's version: a dark faceted worm with glowing cyan lights crossing a grey low-poly rock, a purple ringed gas giant behind it, with the score, combo and minimap in the corners.
The same game, before and after. Left: the prototype, where the controls already worked. Right: the version in Horizon, with an art direction, a design-system interface and its own sound.

Play Snake

Situation

Built for four keys

Perfect on a phone with buttons, and faked on everything since.

On a Nokia 3310, Snake was flawless. Four keys, 2, 4, 6 and 8, each with real travel and a click at the bottom. Your thumb knew where it was without looking, and a turn happened the instant you pressed.

Then phones lost their keys and Snake didn't adapt. It kept its square grid and its four directions, and every modern version I tried simulated the missing keys. In a game where one late turn ends the run, each simulation adds a tax.

Arrows on glass

Glass has no edges to feel. Your thumb drifts, lands between two arrows, and the turn never happens.

Swipes

Every turn is lift, flick, land. Slow, tiring at speed, and a diagonal flick is a coin toss.

A mouse on a grid

A mouse is made for pointing and gliding. Snapping it to four directions throws that away.

Problem

What makes Snake Snake?

Before changing anything, I wrote down what the game would still have to be without its grid.

  1. You eat to grow. Every success makes you longer.
  2. Your body becomes the maze. The longer you are, the less room you have.
  3. The walls close the space. There's a limit to how far you can run from yourself.
  4. Momentum is risk. You're always moving, and going faster makes everything harder.

None of the four rules needs a grid. The grid was how 1997 hardware expressed them, not one of them.

So the question became

If the input is continuous, shouldn't the game be continuous too?

  1. Decision 1 Every input becomes one angle
  2. Decision 2 A camera to feel, a map to plan
  3. Decision 3 Direction before decoration

Decision 1

Every input becomes one angle

Could have
A better virtual D-pad, or swipe controls, like every other modern Snake.
Chose
Translate every input into one target heading, and turn the worm toward it at a limited rate.
Cost
You can't reverse on the spot. A tight U-turn takes real space, on purpose.

The model

Don't ask which device. Ask which way.

A thumb on glass, a mouse pointer, two keys and an analog stick all describe the same thing: which way do you want to go. The first thing I built, before the snake looked like anything, was the layer that turns each of them into one angle.

The game listens for whatever you touch first and switches as you do: pick up a gamepad mid-run and it follows the stick. The turn limit is what keeps it Snake. If the worm could turn instantly you could always spin away from danger, and your body would stop being a maze.

Each hand

The gesture each device was already made for.

Touch

The stick appears where your thumb lands.

It's never under the wrong finger and never covers the game. A few pixels of drag steers, a second finger boosts, and a short vibration replaces the click the old keys gave you.

Mouse & trackpad

Point where you want to go.

The worm swims toward the pointer, with a small dead zone so it doesn't circle when you rest on its nose. Aim, don't click.

Keys

Lean, don't snap.

A and D, or the arrows, rotate the heading smoothly instead of jumping 90°. Holding carves an arc, tapping nudges. The one input that keeps a little of the old feel.

Gamepad

The stick is the heading.

The left stick points the worm directly, in any of 360°, and the controller rumbles when you eat or crash.

On a phone · The floating stick Two phone screens: the start menu; and a run with a translucent ring and a white knob drawn where the thumb touched, low on the screen, away from the worm.
Right: the stick, drawn where the thumb landed, low and out of the way. Nothing is fixed to a corner.

Decision 2

A camera to feel, a map to plan

Could have
The safe top-down view, which feels flat, or a camera behind the head, which hides your own tail.
Chose
A three-quarter chase camera for reflexes, paired with a 2D radar for strategy.
Cost
Two things to read at once, so the radar had to be readable in a blink.

The camera

High enough to plan, close enough to feel.

The camera floats high and behind the worm on a damped spring, so it lags a beat behind sharp turns and then catches up. It aims a little ahead of the nose, and widens slightly when you boost. The way the view leans and settles as you carve a turn is the moment the game stops feeling like a port. It's the one part I never changed.

Pilot · Boosting The worm boosting across the rock: the view is a little wider, the worm's lights are brighter and the boost bar under the score is partly drained.
Boosting: the view opens up, the lights burn brighter, and the bar under the score drains.

The blind spot

3D gave the game depth, and took away the overview.

Classic Snake fits on one screen. With a chase camera, food can appear behind you and you'd never know, so early runs became wandering in search of the next meal. The 3D view now handles reflexes, and a radar handles where everything is.

The first radar was a small circle of coloured dots with a tiny wedge for a head. In play you couldn't tell which way you faced, and a glance cost more than it gave. So I rebuilt it around one test: can you read it in the time it takes to blink?

The radar, rebuilt

The round radar up close: a white arrowhead for the worm's head with a tapering cyan body behind it, a translucent outline of the area on screen, pink dots for spores, a yellow star, an orange comet with a tail, a red spiky ember and a thin orange ring around the edge.
The rebuilt radar, enlarged.
  • Bigger, on a darker disc, with every mark scaled to match.
  • A real arrowhead for the head, so direction reads instantly.
  • Shape, not just colour: the same shapes as the items on the rock.
  • What's on screen, drawn as a faint outline, so the map and the view connect.
  • North is up, the way the camera faces, so turning on the map is turning on screen.

The items

Read it before you reach it.

At speed there's no time to look anything up, so each item explains itself by shape: round is safe, a star is a prize, a tail means speed, spikes mean harm. The two in the middle give something and take something back, so going for them is a decision.

ItemGivesTakes
SporePoints and a little boost. The steady meal.Nothing.
StarA big score and a full boost.Room. You grow a lot longer at once.
CometA turbo, with double points while it lasts.Control. Your turns go wide.
EmberNothing.Points, your boost and your combo, and it scrambles your steering for a moment.
The four items Spore, Star, Comet and Ember hovering in a row on the rock, each casting a shadow and standing in a ring of light in its own colour.
Each item stands in a pool of its own light, so its position reads from any angle.

Decision 3

Direction before decoration

Could have
Kept the prototype's look: a bead snake on a disc, loud arcade menus and a glow on everything.
Chose
One written art direction, menus rebuilt in the site's design system, and sound synthesised live on the site's own sound switch.
Cost
My first space pass was scrapped entirely.

The world

My first pass looked cheap, so I wrote the direction down first.

The first space theme was a neon ring on a black disc with heavy glow everywhere. Nothing told your eye where to look. The second time I started from one sentence: a flat-topped shard of rock adrift in deep space, lit by a low sun.

Light

A low sun and long shadows.

The worm's shadow stretches across the rock, which does more for reading depth than any effect.

The edge

The cliff is the boundary.

No wall to bounce off: a lip of boulders and nothing beyond. A warm shimmer and a low hum rise as you get close.

Scale

Something enormous behind you.

A ringed gas giant below the far edge. The arena feels small, and the world doesn't.

Colour

Only what matters glows.

The rock is grey. Colour is kept for the worm and the food, so your eye goes straight to them.

The world · Seen from above The arena from high above and behind: a flat grey rock with a jagged underside floating in space, boulders and small purple and cyan crystals around its edge, the worm and four glowing foods on top, a purple gas giant with rings beyond and stars all around.
Low-poly primitives throughout: nothing imported, everything built from spheres, cones and cylinders in code.
The worm · Up close The worm up close: faceted dark-teal segments catching the light, a crystal spike on each, two rows of glowing cyan dots along its sides, bright glowing eyes and two antennae with lit tips.
A bioluminescent creature: lights pulse head to tail, the antennae lean toward the nearest food, and a meal's colour travels down the body with the swallow.

The interface

From an arcade cabinet to a quiet panel.

Every panel was rebuilt on the same card as the rest of this site: IBM Plex, mono labels, one accent colour. The start screen asks one question, how you steer, and offers Play. Items and rules wait one tap away in How to play, and a crash says what happened: you bit your own tail, or you flew off the edge.

Prototype 1 → Prototype 2 → Today · The start screen Three start screens side by side. Left, prototype 1: a dark card with red and blue glowing edges, a bold SNAKE 3D logo, four control tiles and a bright green Slither In button. Middle, prototype 2: the same card grown taller, with an italic logo, Mode 1 Pilot and Mode 2 Architect cards, an Input Modality row and a design-philosophy button. Right, today: a dark card with Horizon · Game 02, Snake, four control tiles, a cyan Play button and a case-study card.
Prototype 2 kept adding: a second mode, more labels, more glow. Today is controls, Play, and the story behind it.

Sound

There isn't a single audio file in the game. A slow ambient bed gets busier as your combo builds, each meal is a glassy note that climbs the scale, boost is a breath of filtered noise, and a crash is a thump and a falling note. All of it follows the site's sound switch.

The game

As it plays today

Real runs, recorded from the game. To keep them steady, the game's own AI is steering.

Chasing a combo.

Play Snake

Reflection

What I'd take with me

What I learned

Design for the input, not the device.

Four devices became one question, “which way?”, and device detection became a detail. It's how I'd approach any product that has to work on whatever someone is holding. Writing down what the game was before touching it is what made that possible.

What's next

It hasn't been through structured playtesting yet. The next step is watching five people pick it up cold, on their own devices.

Still open

The questions it left

  1. Terrain. Would hills, ramps or tunnels deepen the steering, or ruin its purity?
  2. Other people. One heading per player is tiny to send over a network. Is the game better with friends in the same arena?
  3. The other side of the screen. In every Snake the game places the food and you react. What if you placed it, and the worm had to work out how to reach it?

That last one is a small experiment called Architect, tucked away at the foot of the start screen. I don't know yet whether it's a game, a toy or a dead end.

Architect · An experiment Architect mode: the whole rock seen from above at an angle, the worm flying across it toward a pink spore the player has dropped, with a tray of four baits along the bottom.
The whole rock in view, and the bait in your hands instead of the steering.

Closing

Snake was always about a body that becomes its own obstacle. Give it back to the hand you actually have, and it still works.

Play Snake