ultimateplay://cabinet/sneak
LiveGPT-5.4

Sneak

Original prompt: I would like to create a game called "Sneak". It should be a playful take on the classic snake game, and should look and function similarly to the original except that this will now be a stealth game where the player will be controlling one of the dots that...

by UltimatePlay userpublished Apr 9, 20262 upvotes
Remix Kit

Sneak

Built with GPT-5.4

Original prompt:

I would like to create a game called "Sneak". It should be a playful take on the classic snake game, and should look and function similarly to the original except that this will now be a stealth game where the player will be controlling one of the dots that the snake intends to eat. The player will need to avoid being eaten by the snake, which will be moving around the play field as if it were controlled by a person playing the original game. Other dots will appear, and as the game progresses and the snake eats them it will grow longer. If the player-controlled dot makes contact with the snake or another dot, the game is over. The style of the game should be retro with a modern aesthetic twist and some retro-style special effects to liven up the gameplay experience. This game should be self-contained in a single HTML file. Additional game mechanics: The snake should be attracted to the player's dot whenever the player moves. If the player's dot is standing still and there are other dots nearby, the snake should move towards the non-player dot instead. When the player's dot is standing still, it should gradually fade in color to indicate that it is in "stealth mode" and therefore less attractive to the snake. Power-ups should randomly spawn into the play field along with the non-player dots, examples of these could be temporary invisibility, increased speed, or the ability to "cut" the snake by touching it and removing some of its tail. Non-player dots should continuously spawn, allowing the snake to grow which will increase the difficulty of the game for the player. If you have any other fun ideas to improve the basic gameplay outlined here, feel free to implement them as long as they are in line with the basic concept of the game.

Follow-up prompts:

That's a great start, but here are a few notes: The start position for the player should be closer to the middle of the playfield, but far enough away from the snake to avoid being eaten at the beginning of the game. The snake should quickly lose interest in the player once they enter stealth mode. The player should have a health bar that slowly decreases over time to encourage movement. Eating dots will replenish their health bar instead of ending the game. If the player's health bar goes to zero then the game is over. The powerups could use some graphics and glow effects to make them more easily distinguishable from the normal dots. The "invisibility" powerup could be replaced with a shield instead that would make the player's dot glow and protect them from the snake for a short period of time. More polish could be added to the menu and the game overall, and the instructions currently in the corner should not overlap the play field.

Much better, but something that I think is hurting the gameplay is the fact that if a direction key is being held down and another is pressed simultaneously, the movement of the dot will not change until the original movement key is released. Movement should follow the latest keypress. Also, I've noticed that once the snake starts chasing the player, there is no way to "shake" the snake, Could the snake randomly decide to go after a dot instead of the player if it is nearby, essentially allowing the player to distract the snake by moving near a group of dots?

Can you make the health bar drain 50% faster while the player is moving, and make the dots provide 50% less health? Also could you clean up the opening menu by removing the text below the start button and forcing a 4x4 grid for the "stay fed", "go quiet", "do not touch" and "use power-ups" section?

After playing the latest version, I think the dots should provide 25% more health, and the snake should change direction if moving toward the player when they enter stealth mode.

After playing the game for a while, I noticed that a common situation is that the snake is chasing the player very closely for long periods of time, which is harming the overall gameplay. I think that the snake should have an internal health bar similar to the player, but not visible in the UI. If the snake has been moving around for a while and hasn't eaten any dots in the meantime it should break away and seek alternate sources of food to avoid starving itself. This will give the player a chance to get away. Note that the snake should not die as a result of having zero health. Also, the amount of health that the player receives from eating dots should be increased by about 20%. The overall rate of health loss should also be reduced slightly and the chance of being eaten by the snake while in stealth mode should be reduced further.

Could you find an appropriate retro-styled font for the "sneak" text on the title screen? Also, there is no need to mention the internal snake health bar in the introductory text.

The font you chose is perfect, could you also apply that to the text above the playfield? Also the text referencing the snake's hidden hunger state is still there.

We're almost there, but I think that the survival mechanic needs to be tweaked a bit. The snake should be very interested in eating the player while they are moving, just not for a long period of time. At this point the stealth component of the game seems less important during actual gameplay than I would like. Any ideas you have for balancing both aspects of the game would be appreciated.

I like where this is going, but the snake still seems a little too uninterested in the player dot, and it's too easy to survive. The primary reason for a game over still seems to be an accidental collision with the snake.

I still find that there is very little reason to go into "stealth mode". The snake needs to be more interested in eating the player.

No shared chat link was submitted for this game.

Open Player
Build Prompt

Original prompt: I would like to create a game called "Sneak". It should be a playful take on the classic snake game, and should look and function similarly to the original except that this will now be a stealth game where the player will be controlling one of the dots that the snake intends to eat. The player will need to avoid being eaten by the snake, which will be moving around the play field as if it were controlled by a person playing the original game. Other dots will appear, and as the game progresses and the snake eats them it will grow longer. If the player-controlled dot makes contact with the snake or another dot, the game is over. The style of the game should be retro with a modern aesthetic twist and some retro-style special effects to liven up the gameplay experience. This game should be self-contained in a single HTML file. Additional game mechanics: The snake should be attracted to the player's dot whenever the player moves. If the player's dot is standing still and there are other dots nearby, the snake should move towards the non-player dot instead. When the player's dot is standing still, it should gradually fade in color to indicate that it is in "stealth mode" and therefore less attractive to the snake. Power-ups should randomly spawn into the play field along with the non-player dots, examples of these could be temporary invisibility, increased speed, or the ability to "cut" the snake by touching it and removing some of its tail. Non-player dots should continuously spawn, allowing the snake to grow which will increase the difficulty of the game for the player. If you have any other fun ideas to improve the basic gameplay outlined here, feel free to implement them as long as they are in line with the basic concept of the game. Follow-up prompts: That's a great start, but here are a few notes: The start position for the player should be closer to the middle of the playfield, but far enough away from the snake to avoid being eaten at the beginning of the game. The snake should quickly lose interest in the player once they enter stealth mode. The player should have a health bar that slowly decreases over time to encourage movement. Eating dots will replenish their health bar instead of ending the game. If the player's health bar goes to zero then the game is over. The powerups could use some graphics and glow effects to make them more easily distinguishable from the normal dots. The "invisibility" powerup could be replaced with a shield instead that would make the player's dot glow and protect them from the snake for a short period of time. More polish could be added to the menu and the game overall, and the instructions currently in the corner should not overlap the play field. Much better, but something that I think is hurting the gameplay is the fact that if a direction key is being held down and another is pressed simultaneously, the movement of the dot will not change until the original movement key is released. Movement should follow the latest keypress. Also, I've noticed that once the snake starts chasing the player, there is no way to "shake" the snake, Could the snake randomly decide to go after a dot instead of the player if it is nearby, essentially allowing the player to distract the snake by moving near a group of dots? Can you make the health bar drain 50% faster while the player is moving, and make the dots provide 50% less health? Also could you clean up the opening menu by removing the text below the start button and forcing a 4x4 grid for the "stay fed", "go quiet", "do not touch" and "use power-ups" section? After playing the latest version, I think the dots should provide 25% more health, and the snake should change direction if moving toward the player when they enter stealth mode. After playing the game for a while, I noticed that a common situation is that the snake is chasing the player very closely for long periods of time, which is harming the overall gameplay. I think that the snake should have an internal health bar similar to the player, but not visible in the UI. If the snake has been moving around for a while and hasn't eaten any dots in the meantime it should break away and seek alternate sources of food to avoid starving itself. This will give the player a chance to get away. Note that the snake should not die as a result of having zero health. Also, the amount of health that the player receives from eating dots should be increased by about 20%. The overall rate of health loss should also be reduced slightly and the chance of being eaten by the snake while in stealth mode should be reduced further. Could you find an appropriate retro-styled font for the "sneak" text on the title screen? Also, there is no need to mention the internal snake health bar in the introductory text. The font you chose is perfect, could you also apply that to the text above the playfield? Also the text referencing the snake's hidden hunger state is still there. We're almost there, but I think that the survival mechanic needs to be tweaked a bit. The snake should be very interested in eating the player while they are moving, just not for a long period of time. At this point the stealth component of the game seems less important during actual gameplay than I would like. Any ideas you have for balancing both aspects of the game would be appreciated. I like where this is going, but the snake still seems a little too uninterested in the player dot, and it's too easy to survive. The primary reason for a game over still seems to be an accidental collision with the snake. I still find that there is very little reason to go into "stealth mode". The snake needs to be more interested in eating the player.