Smash numbered blocks with a worm that shrinks. Worm Wall is a free snake-versus-blocks arcade game. Steer a growing worm with one finger, smash numbered blocks, grab pickups and survive the climb.
How to play
Your worm crawls up the screen all by itself. The number on its head is its length, and your only job is to steer it. Drag left or right anywhere on the screen and the worm follows your finger, with the body trailing behind the head. On a keyboard, use the arrow keys or A and D. A mouse drag works too.
Rows of numbered blocks block the way. Push into one and the worm pays 1 length about every 0.06 seconds, while the number on the block counts down by 1. When the block reaches 0 it pops and the worm carries on. Run out of length and the run is over, even if the block you were hitting is still standing.
Gold dots floating between the rows are pickups. Each one adds +1 to +5 length, shown on the dot. Some gaps between rows are divided by thin white walls. You can’t steer through a wall, so pick your lane before you reach it.
Scoring
- Popping a block scores the number it started with, not what was left when you finished it.
- Dodging through gaps costs nothing but scores nothing either. Points come from smashing.
- Block colours show their value. Cool blues are small numbers, greens and yellows are middling, and oranges, reds and pinks are the big ones.
Tips
- Count before you commit. If a block is bigger than your length, go around it. A block worth 9 costs you 9 length whether it pops or not.
- Pickups first. Grab the dots in the open corridors before you attack a tough row.
- Small blocks are cheap points. A row of 1s, 2s and 3s is a good place to rebuild your score without losing much.
- Don’t lean on blocks. Pushing sideways into a block costs length just like pushing up into it, so ease your finger off when you are lined up with a gap.
- Plan around walls. A wall means you can’t change lanes until it ends, so check which lane has the gap before the wall arrives.
Why it’s fun
Worm Wall turns a simple sum into a tense little decision, over and over: spend length to score, or save it and keep going. Rows get denser and the numbers climb the further you get, and the worm speeds up a little too. A run lasts a minute or two, and your best score is saved on your device.