Snake Rewind: Episode 1 - Gridlocked Pixels

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Welcome to the first devlog entry for Snake Rewind: a retro inspired, shader fueled twist on the classic Snake game built using Raylib in C.

What We Covered

In Episode 1 we focused on building the pixel perfect game grid that powers everything in Snake Rewind:

This grid isn’t just a background. It’s the foundation for the snake, the food, the clones and every visual effect we’ll be layering on top. Getting it right at the start means everything stays crisp and deterministic across all resolutions.

Why This Matters

Snake Rewind isn’t just a remake. It’s a step up. We’re building this from scratch but pushing it far past beginner level by integrating:

But it all starts with one thing: a clean, scalable and pixel perfect grid.

Code Highlights

You’ll find the complete source code here: snake-rewind

Acknowledgements

Snake Snake Snake - Original idea of a Snake clone

What’s Next?

In Episode 2 we’ll make the grid come alive by implementing snake movement and input handling. Get ready to slither, wrap and eventually grow.