It looks like a fun
enough tutorial level, but not what i'd call the best foot forward in terms of what to show off when trying to promote the game.
Not exact matches
There's a comprehensive (and fun)
tutorial level that players can check out which gives you lots of great tips for
level building, but is you want to dive straight in without the
tutorial, it's easy
enough to work out anyway — Just select your tiles from the menu then place them on the grid.
Sadly, it's not
enough to keep the game's
tutorials exciting, as they are somewhat long and it takes a while to actually access the real campaign
levels — while some of the new features are covered within these initial stages, the game goes over all of the basic Worms gameplay to some depth which most fans will already feel comfortable with.
It's an intriguing
enough game with
levelling up your character, called a Tenno, your weapons and such, but I wish there was a better
tutorial system for getting new items.
The bonus stages, unlike in Sonic the Hedgehog, don't use a different engine and are more like Dynamite Headdy «s
tutorial levels: played in order to unlock codes at the end of the game and also for continues (if cleared quickly
enough), they involve using skill with various common
level design elements like the previously mentioned poles, trampoline - drum platforms, and other obstacles like monkey bars and grabbable ledges.
This is a nice touch and your progress is limited whilst still playing the
tutorial missions because you need more regions liberated to get
enough resources to
level up your power and it means that at the end of it (which I haven't finished yet) you will be at a similar
level to all the other recent graduates and won't feel underpowered going into the PVP arenas or PVE missions.