i did actually and i thought zircon was right in that it told a meaningful story in simple terms with absolutely no dialogue or setup, outside of maybe the title screen. i won't spoil the game for anyone who feels like trying it but it does a wonderful job at using mechanics (don't look back) to explain what's 'going on.'
the difference here is that what you were doing was meaningful to the story as it was laid out, however simply. in missile command there is no consequence for letting all the cities die but one, it just makes it easier. in never look back the consequences for not following the narrative are tangible and can be plainly seen. so maybe you can say missile command is an interesting experiment on the human psyche but it is not a narrative