Episode 18: Snak

Game Designer Zach Gage on his love of editing existing games——where he plays with expectations within a well-established rule set——and how making a few small tweaks to the cellphone classic “Snake” led to surprising gameplay in his game “Snak” for Playdate. Plus: Panic Designer Neven Mrgan talks about the inspirations behind the art he created for both the in-game graphics and the launcher card, an homage to over-the-top game box art of the '80s and '90s.

Show Notes

A snake in Snak jumping over itself while two apples work their way up its back
A snake in Snak jumping over itself while two apples work their way up its back
A snake with a body wall and one apple on its back nears an apple in a field of four apples
A snake with a body wall and one apple on its back nears an apple in a field of four apples
The speed mode selector showing "snak" with four "a"s selected. The Snak logo is at the top, and a happy-looking snake frames the screen.
The speed mode selector showing "snak" with four "a"s selected. The Snak logo is at the top, and a happy-looking snake frames the screen.
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