The way of Snood
Snood is one of those little Tetris-like games that eat up hours of my time when I succumb to my nastiest addiction. The high I get off of such games weakens each time, but I still fell pretty hard for Snood. Greg Costikyan explains why Snood and its ilk get no respect:
It is far harder to design a good simple game than a good complicated one. It’s very hard to make a tightly-constrained game interesting; if I can layer a variety of systems, I can produce a widely variant gamespace, and interesting emergent behaviors almost spontaneously arise. Getting something really compelling out of something as simple as Snood is hard.
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