Our Design Philosophy
At Surprising Snake Games, we don't believe an idea is too small or too big. Creativity is at the forefront of everything we do, and we thrive on challenges that push our games to new heights. Our approach combines boundless imagination with thoughtful execution to craft experiences that click with players of all types—and honestly, if we could bottle the excitement we feel during game development, we'd probably be in the energy drink business instead.
With that foundation in place, here are our core design philosophies:
Experience Above All Else
At the end of the day, our mission is for our games to elicit genuine emotion—and we're not picky. Maybe you feel joy at being part of a new world for a bit. Maybe you're feeling that dopamine rush from accomplishing a challenging task. We want you to feel something after playing our games, a feeling that lingers, reminding you of the experience you had. We want our games to create memories between friends, family, and even strangers in a board game cafe. And yes, even that memory of when your best friend betrayed your alliance and you didn't speak for three days counts. (You know who you are, Steve.)
Replayability is Essential
We want to create games that you can play again and again, with each playthrough being at least a little different. We believe the best games reveal new layers with repeated play, keeping the experience fresh while building your familiarity with the game world. We want you to pull out the board game and think, "What will this next playthrough be like?" Something new and something familiar—that's our goal.
Fun Comes First
I mean, we can't very well be board game developers without following this very basic philosophy. The times you're laughing with your friends when a new event changes the entire game—those are the times we live for, the experiences we strive to make. We're not interested in complexity for complexity's sake or mechanics that don't serve the player experience.
There are so many ways to have fun and so many ways to interact with a bunch of cardboard, wooden pieces, plastic dice, and paper. Who knew these inanimate objects could cause so much shouting, high-fiving, and occasional table-flipping!