- Physics
- Worms feel heavy and capable, with precise movement and reacting to their environment well.
- Weapons have a meaningful effect on the environment and nearby entities, compared to modern 2d worms games where things like explosions don't move entities nearly as much.
- Worms act as projectiles when hit by something which leads to more interesting attacks where the outcome is less predictable.
- Pixel-precise collision and movement makes gameplay predictable yet difficult to master
- Projectiles are fast and feel somewhat realistic
- There's usually not too much difference between entity collision masks and their corresponding sprites, which has the effect of more precise collisions and movement.
- Movement-based weapons like ninja rope, bungee, parachute, etc. are all precise and predictable leading to super high skill-cap while also being fun for new players.
- Gameplay
- Large number of unique weapons that have different purposes
- Even some of the objectively worst weapons (Mortar, Handgun, etc.) are sometimes the best fit for a specific situation
- Weapons focused on map-manipulation (blowtorch, drill, girder) are well balanced and fit well in a lot of common schemes.
- Flexible game rules
- Customizable game rules enabling various gameplay mechanics
- Save-able scheme format
- Visuals
- Animations are fluid and simple, and transitions between states are fast and seamless
- Very well-done particle effects, with colorful textures that really call out different types of effects
- Minimal and unobtrusive in-game UI keeps all the focus on gameplay
- Terrains are unique and colorful, so there's a lot of variety game to game. Each terrain plays differently, with differently shaped objects and grass.