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Apple Worm 2 refines the beloved serpentine puzzle into tight, thoughtful stages where every step matters because your length becomes both bridge and barrier, and progress depends on using your body to reshape the landscape rather than rushing for the goal; controls are crisp—move one tile at a time with arrow keys or swipes, eat the apple to grow by a set number of segments, then reach the exit without trapping your head—and levels layer hazards like pits, spikes that require full-body coverage to cross, one-way tiles, and gates that open only if you press floor buttons with parts of your tail; strong play begins with route rehearsal: before moving, mark in your head where your tail will lie after the apple so you don’t fill the very corridor you must later traverse; favor head-first scouting that leaves a retractable tail, coil in wider rooms to create future stepping stones, and when a button needs sustained pressure, plan a loop that returns a segment to the switch while you continue; corners are your friends—curling around edges lets you shorten effective length and pivot without blocking the next turn—while long hallways are dangerous unless you preserve an escape by leaving a kink you can unfold; if an exit sits one tile above a pit, grow just enough to span the gap once, not so much that you can’t retract; restart and undo encourage experimentation, but pace yourself: run quick tests to confirm a bridge works, then reset for the clean solve to avoid creeping dead-ends; cosmetic skins unlock with stage stars but do not alter difficulty, and daily mini-rooms focus on single mechanisms for a short, satisfying solve; accessibility includes high-contrast tiles, subtle haptics on apple eat and exit reach, and an optional grid overlay to count distances; why it’s enjoyable: each success feels engineered—you picture the path, bend your body into exactly the right shape, and slip through the doorway with a tiny flourish, an elegant payoff that rewards planning over twitch reactions.
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