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Enjoy Playing Worms – Level 2

You drop into Level 2 and immediately notice how the game really starts to open up. The terrain has more jagged hills and a tricky pool of water at the center, so you can’t just mindlessly lob grenades anymore—you’ve got to think about where to take cover, how the wind’s going to carry your bazooka shot, and whether you’re better off lobbing a grenade to clear out an enemy worm before making a risky jump.

One thing that stands out here is the wind indicator in the top corner. It might seem like a small detail, but in Level 2 it can completely change your shot. A seemingly easy direct hit can drift wide if the wind picks up, so you’ll find yourself constantly adjusting your aim or timing your shots when the breeze dies down. It’s a neat way to force you to pay attention to more than just the target.

You also get a few more toys in your toolbox. Alongside your trusty bazooka and grenades, you’ll see a cluster of mines and the chance to try out the holy hand grenade if you’re feeling brave. Dropping mines on a narrow path can turn into a genius trap if you nudge an enemy worm toward it, and experimenting with different weapons really teaches you how each one arcs and explodes. It’s like the game gently pushes you from “I’ll just fire and hope” to “Okay, maybe I’ll use the ninja rope and get up high to take that perfect shot.”

By the time you finish Level 2, you’ve already learned more about strategy than you would have guessed after the easy-peasy tutorial. You start to feel that addictive mix of grin-inducing chaos and “oh, no!” panic when your worm is dangling over water. It sets the stage for the deeper challenges ahead, showing you that Worms isn’t just about random explosions—it’s a clever little puzzle in disguise, wrapped in cartoon artillery warfare.