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Other versions of this game:  Effing Worms 2 | Effing Worms X-Mas

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Have you ever found yourself doodling little bridges and ramps on a napkin and thought, “Hey, this would be an awesome video game”? That’s basically the spirit behind Effing Worms. You’re presented with a bright, cheerful worm staring off into the distance, and it’s your job to figure out how to get it safely from point A to B. There’s no direct control over the worm itself—your tools are the magic pencil and eraser—so you’ll draw platforms, walls, or anything you can dream up to shepherd it past spikes, chasms, and other devious obstacles.

As you move through level after level, you’ll notice the challenges start to compound. Early on, it’s just “draw a ramp here,” but soon you’re juggling gravity-switching traps, bouncy surfaces, and timers that sprint the worm off in the wrong direction if you don’t plan ahead. Coins and gems hidden in tricky spots add an extra layer of incentive to get creative: sometimes you’ll need a perfectly angled launchpad, other times a delicate balancing act of seesaws. It’s surprisingly satisfying to see your doodle spring to life and carry the worm safely home.

What really sells Effing Worms, aside from its charming art style, is how forgiving it feels. If your first sketch collapses under pressure, you can erase in an instant and try again—no penalty, no time limits. That encourages you to experiment, whether you’re testing a wacky contraption or refining a polished, minimalist solution. And when one design fails spectacularly, it’s usually hilarious enough that you can’t help but start brainstorming the next approach right away.

By the time you’re deep into the late stages, you’ll realize you’ve accidentally become a bit of an engineer, thinking in terms of levers and counterweights instead of just “move the worm.” It’s that sneaky blend of doodling and problem-solving that makes Effing Worms feel equal parts art toy and brain teaser. Best of all, it’s a quick escape—fifteen minutes here and there—and you’ll walk away feeling oddly proud of your drawing skills, even if your worm ended up doing cartwheels instead of walking in a straight line.