Coilz.io - Slither, Snake & Worm Arena Game
PrimeMode Studios
$53.12
$75.89
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Complete slither-style snake arena game with a twist: close a loop with your body to capture everything inside. Smart AI rivals, desktop + touch controls, 100% procedural art. Unity 6.Tested on the Built-in Render Pipeline in Unity 6000.3. The package creates its materials at runtime from the "Sprites/Default" shader, and every visual is drawn procedurally, so there are no imported textures or shaders to convert. If you use a different render pipeline, assign a sprite-capable material of that pipeline to GameConfig. Desktop, mobile and WebGL builds are supported.Coilz.io is a finished, commented snake-arena game you can publish, reskin or extend in a day. Press Play and you already have a menu, an arena full of rivals, power-ups, hazards and a results screen.WHAT MAKES IT DIFFERENT- LOOP CAPTURE - cross your own body to close a loop. Orbs inside fly to you with a bonus, rival heads inside are trapped, rival bodies crossing the loop are severed.- TAIL SHED - drop your last segments as a glowing mine wall. Costs mass, wins chases.- POWER ORBS - Magnet, Frenzy and Phase, each with its own glyph, ring, label andminimap marker.- VORTEX HAZARDS - drifting gravity wells that pull snakes and food toward a lethal core.A COMPLETE GAME, NOT A DEMO- Main menu with animated serpent picker (10 procedural skins), random names, how-to-play tips, sound and control options.- HUD with stats, kill feed, leaderboard, ability cooldowns, power timers and minimap. Pause menu, elimination banner, results screen with best score.- Smart AI rivals with personalities (aggression, greed, caution, loopiness, boost-happiness): they hunt, dodge, boost, shed and perform loop captures.- Endless or timed rounds.DESKTOP AND MOBILE FROM THE SAME BUILD- Mouse / WASD, or a floating touch joystick with round Boost / Shed / Pause buttons.- Auto-detects the device; players can force PC or Touch from the menu.- Safe-area aware HUD, compact layout on phones, landscape project settings, screen kept awake.- Legacy Input Manager and the new Input System are both supported.BUILT TO SHIP- 100% procedural: no textures, fonts, prefabs or audio files in the package.- One dynamic mesh (one draw call) per snake, one for all orbs. Dense spatial grid,zero per-frame garbage.- Sub-linear growth with a length cap: even a maxed-out snake stays cheap. 300+ fps inthe editor with 15 snakes and 1,500 orbs.- One GameConfig ScriptableObject with tooltips holds every tunable value.- Event bus and ISnakeBrain interface: plug your own AI, analytics or netcode withouttouching the core.- Clean namespaced C#, README, one-click demo scene (Tools > Coilz).Requirements and dependencies- Unity 6000.0 or newer (developed on 6000.3).- Render pipeline: runs out of the box on the Built-in Render Pipeline. URP is supported: the procedural material falls back to the URP 2D unlit shader, or you can assign any sprite-capable material in GameConfig.spriteMaterial. For HDRP, assign an unlit HDRP material to that same field.- No third-party packages, plugins or SDKs. The only dependency is uGUI (com.unity.ugui), which is part of every Unity project. No TextMeshPro, no Cinemachine, no tweening library.- Input: the code compiles against both the legacy Input Manager and the new Input System and follows whichever the project uses. Nothing to install or configure.- No art, audio or font files are required or shipped: every texture, mesh, UI element and sound effect is generated in C# at start-up. Text uses the font Unity provides to every project.- No networking, ads, analytics or external services; the game never connects to the internet. Networking is not included (single player vs. AI).- Everything installs into one folder, Assets/Coilz, and the package changes no project settings.The C# source code, the editor tooling (Tools > Coilz), the ScriptableObject configuration assets,the demo scene and the documentation in this package were produced with the aid of an AI assistant(Anthropic Claude) and were reviewed, tested and edited by the publisher before release.All in-game art and audio are generated procedurally by that code at run time. The package ships noimported textures, sprites, meshes, fonts or audio files and contains no third-party or AI-generatedmedia assets.No AI model, API or service is used, called or bundled at run time: the game runs entirely offline.The store images and the trailer are captured from the running game.




