I really like this take on asynchronous gameplay UI, it's tough get the "glance" aspect of the UI correct and yet make it compelling. The "Draw Something" problem where you're drowning in partially played games perhaps led to it's demise, a victim of the UI's inability to scale?
(Sigh... should have spent more time studying design / HCI in school...)
(Sigh... should have spent more time studying design / HCI in school...)