Glad you liked it!
I think you should leave more room for playing with the colors a bit. The black needs to be 100% to be a wall, for instance, yet almost any color is considered 'white' right now, I think.
I don't know - it seems like it is reading your orange pixels (which seems pretty light) as lava, which is good. All of those grey pixels (from jpg compression?) are being read as white, which is also what I wanted.
I forget what value I used for saturation that defined the pixel as a color (as opposed to black or white). Once the pixel is defined as a color, there are no gaps in the spectrum. As you can see, your shade of orange was defined as red.
Also, I would make it so that the snake has a bit of acceleration, because right now, since it goes to full speed as soon as you press a key, it's really easy to overshoot the coins and items.
Because the snake moves only one pixel at a time, I think the only way to implement this would be to change the room speed while playing, which might lead to inconsistencies with the timer and such.
Sparky, I really like that image. It goes to show that some artistic things can be done with the level design. You can even play in one of Piet Mondrian's works (with some manipulation):
You gotta love all that gold at the end.
I don't know, maybe I'd recommend reducing the size of the maps somewhat, and having the worm be a bit slower.
That would also decrease loading times. The reason for the current map sizes is that I was trying to go for the look of simple, scrawled tunnels through a black void, that one could draw in paint without much zooming.