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Neon Serpent

Steer a glowing serpent through a living arena. Eat orbs to grow, chain them fast for up to ×5 combo, snag blinking golden orbs, and survive new zones of walls, portals and roaming hazards. Don't bite your own tail.

Two players, one device, taking turns on the full screen. Player 1 plays a run, then passes it to Player 2 for a run in the same arena. Higher score takes the round (length breaks a tie), best of 3.

Two serpents, one arena. Player 1 vs Player 2 on the same screen: grow by eating orbs, cut the other off, and don't crash into their tail (or yours). Last serpent alive takes the round; if the clock runs out, the longer serpent wins it.

Match
Arena
Difficulty
Controls

Swipe anywhere · Arrows / WASD on keyboard · P to pause

Pass the device between runs · swipe, follow or D-pad, or arrow keys · local, not ranked

P1 WASD · P2 ↑←↓→ · local, not ranked

About Neon Serpent

Neon Serpent is a modern snake game. Your glowing serpent grows with every orb it eats, and the arena changes as you go, adding walls, portals and roaming hazards.

How to play

  • Each orb adds a segment and points. Eat the next one quickly to build a ×2 to ×5 combo; golden orbs are worth more but disappear fast.
  • Every 10 orbs the arena evolves. Power-ups include Ghost, Magnet, Slow and Shrink. Hitting a wall or your own tail ends the run.
  • 2 Players take turns playing a run each in the same arena, higher score takes the round, best of 3. On a computer you can also race head-to-head. Not ranked.

Controls

Swipe to turn, follow your finger or mouse, or use the arrow keys. In the head-to-head option, Player 1 uses WASD and Player 2 the arrow keys.

Good to know

Premium game (part of Streaky Premium). Plays in any modern browser on phone, tablet or computer. Sign in to put your scores on the Neon Serpent leaderboard.

More about Neon Serpent

Neon Serpent starts like the classic snake game and then keeps changing the rules. The skill it trains is planning ahead while the board gets more crowded: you have to think about where the tail will be several turns from now, not just where the next orb sits. Longer snakes are an advantage for score and a liability for space.

The run begins in an open arena with no obstacles. After the first 10 orbs walls and portals appear, after 20 roaming saws awake, and then twin portals and an Overdrive zone follow. The snake also speeds up after every five orbs, so your decisions have less and less time. Easy mode lets you wrap around the screen edges, while Medium and Hard make the borders deadly.

Scoring and progress

A regular orb is worth 10 points and a golden orb is worth 50, both multiplied by your combo from ×1 to ×5. Eating the next orb quickly keeps the combo alive, and a close call, turning just before a crash, adds a small bonus. Your grade is based on your longest length, from D up to S at 60 segments. Scores are capped at 19,999, and each difficulty keeps its own best.

Common questions

Why does the game keep getting faster?
The snake speeds up after every fifth orb, until it reaches a minimum step time for the difficulty. The speed level is shown next to the combo meter.

What is different on Easy?
Easy has fewer obstacles, slower hazards, a slower starting speed and golden orbs that last longer. It also lets the snake wrap around the edges instead of hitting a wall.

How does the 2 Players mode work?
Players take turns playing a run in the same arena, and the higher score wins the round in a best-of-three. On a computer there is also a head-to-head race. Neither is ranked.

Tips and strategy

  • Think of the combo as a timer. If the next orb is far away, go straight for it; if it is close, take a safe turn first.
  • Grab golden orbs when the route is safe. They are worth five times a normal orb and vanish after five to seven seconds depending on difficulty.
  • Use portals deliberately. Entering one sends you out of its partner, so check what is near the exit before you go in.
  • Keep your body in loose loops rather than tight spirals. A long tail along one wall leaves you a clear lane for the next orb.
  • Pick up Ghost when your body fills the board, since it lets you pass through your own tail for 5 seconds. Magnet pulls orbs toward you for 6 seconds.
  • Treat the new saws with respect. Hazards have a short warm-up when they appear, but after that touching one ends the run.

More advice in the Streaky guides.

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