• 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.