Worms Incoming app icon Field log № 07 · jovoxmegavi.com · independent fan review, Ireland

Worms Incoming

One scarecrow. A lawn mower doing most of the work. And a worm roughly the length of your phone coming at him in a slow, patient spiral. I have lost this game about sixty times and I still open it on the Luas.

  • Free · ads + IAP
  • 100K+ installs
  • PEGI 12
  • By mnmfun
  • Filed under Puzzle
Worms Incoming key art: a flower-headed plant worm chasing a scarecrow down a garden path
lv. 23 Lawn mower Damage +100%
lv. 10 Cactus Thorns +30%

01 — the short version

It’s tower
defence that
refuses to
sit still

Most tower defence asks you to build a maze and then watch it work. This one hands you a field, a scarecrow, and something enormous already crawling toward him.

You don’t place towers along a path. You stand in the middle of the mess and let your weapons swing while a worm the size of a hedge coils around you, segment by segment.

Why I kept
opening it

Because a run is four minutes. Because the worms are genuinely funny-looking. And because the moment you learn where a worm’s weak spot sits, the same fight you lost twice becomes a fight you win with a lawn mower and a windup rat.

— 60-odd runs in, still bad at it

Worms have weak spots

Hit the right segment and the number that pops out is absurd — three digits and a letter on the end. Hit anywhere else and you’re politely sanding down a wall. Aiming is the whole skill.

Three cards, one pick

Every level-up throws three upgrades at you and takes them away again the second you choose. Toxic Apple +30%. Thorn Ball +100%. Windup Rat +50%. Pick badly and the run just quietly stops working.

02 — four minutes, start to death

How a run
actually goes

  1. 00:00

    You start with almost nothing

    A scarecrow, one weapon, a patch of grass. The worms are already moving before you’ve worked out which way is up. There is no tutorial that takes ten minutes of your life.

  2. 00:40

    The first three cards

    Thorn Ball +100% damage looks incredible right up until you remember you don’t own a thorn ball. This happens to everyone. It will happen to you tonight.

  3. 02:10

    It stops being readable

    Six weapons firing at once, a purple worm wrapped twice around the arena, damage numbers stacking so high they run out of digits and start using letters. 132.75A. 999.9a. Soup.

  4. 03:30

    You die, and that’s the point

    Death is the payday. Everything you scraped up goes into ATK, CRIT and SPD, the scarecrow evolves a notch, and the next attempt starts a little less hopeless. Then you do it again.

03 — the shed

Your weapons are
garden rubbish
and it rules

There is no sword. There is a lawn mower, a baseball bat and a cactus you leave lying around. Each one levels separately and eats 29 shards a tier, which is exactly as slow as it sounds.

lv. 23

Lawn mower

16 / 29

Drives itself straight into the worm and keeps going. Does most of your damage before level ten and you will feel slightly cheap about it.

lv. 33

Baseball bat

16 / 29

Slow, dumb and enormous. One swing every age, but it lands like a full stop at the end of a sentence.

lv. 10

Cactus

16 / 29

You stick it in the ground and forget about it. Worms keep walking into it anyway. Damage for people who cannot aim.

lv. 23

Toxic apple

16 / 29

Lobs over the front rank and lands on whatever is queueing up behind it. The card reads Apple Damage +30% and it means it.

lv. 23

Thorn ball

16 / 29

Fires off and clips segments you were not aiming at. It is the card everyone greedily takes at +100% and half of them regret.

lv. 23

Windup rat

16 / 29

Wind it up, point it at a worm, look away. Rat Damage +50% is not a joke card and I will not hear otherwise.

lv. 23

Bubble spray

16 / 29

Doesn’t kill much. Slows things down enough that everything else gets to. The unglamorous pick that saves runs.

lv. 23

Shock taser

16 / 29

Throws lightning between segments. When three of them chain at once the screen briefly stops being a game and becomes weather.

Also in the shed: knife, nail, reap scythe, magnifier, a plank of wood. Swipe the deck — hover or tap a card for the honest version.

04 — contact sheet

Five screens,
no touch-ups

Straight from the Irish store listing, cropped only to lose the marketing banner along the bottom. Tap any of them to get a proper look.

Level 10, Normal. That purple wall is one worm, coiled.
Three cards. Pick one. No take-backs.
The shed. Sixteen shards of twenty-nine, forever.
Mid-evolve. ATK and CRIT maxed, speed still crawling.
Red, green, mummy. Every stage brings its own nonsense.

05 — weak spots

Where it’s
brilliant, where
it’s a grind

Minute-to-minute feel 0.0
Aiming at weak spots gives this more teeth than the genre usually bothers with.
Build variety 0.0
Real synergies between weapons — though the strong picks calcify quickly once you find them.
Progression pacing 0.0
Grand for a fortnight. Then the shard arithmetic starts showing through the paint.
Ad pressure 0.0
You can finish runs without watching a single one. It will keep offering, and offering.
Art and personality 0.0
Fat black outlines, daft weapons, and worms with more facial expression than most protagonists.

What lands

  • A run is four minutes. It genuinely fits into a bus journey.
  • Weak-spot targeting turns a watch-it-happen genre into something you actively play.
  • Losing pays. Every failed run feeds ATK, CRIT, SPD and the scarecrow’s evolve track.
  • The art has jokes in it. A lawn mower is a legitimate late-game weapon.
  • No twenty-minute tutorial. You are fighting something within seconds of opening it.

What grinds

  • Twenty-nine shards per weapon tier. You will look at 16/29 for days.
  • Reward screens lean hard on watching ads. Declinable, but relentless about asking.
  • Later stages start getting solved by flat stat walls rather than by clever card picks.
  • Damage numbers inflate into letters — 309.57A, 999.9a — until they stop meaning anything.
  • The store page is upfront about ads and in-app purchases. Worth knowing before you hand a phone to a child.

Checked
18 Aug 2026
· IE ·

06 — from the listing itself

The bits we didn’t make up

Everything below was read off the Google Play listing from Ireland. If it has changed since, the store is right and we are out of date.

Title
Worms Incoming
Developer
mnmfun
Price
Free
In-app purchases
Yes
Ads
Yes
Installs
100,000+
Content rating
PEGI 12 — moderate violence
Store category
Puzzle
Last updated
18 May 2026
Play star rating
Not published yet
Store front checked
Ireland (en-IE)
Package
com.and.mnm.wi

The developer describes it as a “strategic tower defence and roguelike mix”, which for once is a fair description of the thing you actually download.

07 — off you go

Right then.
Go lose a
few runs.

It costs nothing, it’s a hundred thousand installs deep, and the worst thing that happens is you delete it on Thursday. Best case, you’re still arguing with a lawn mower this time next month.

Worms Incoming icon: a grinning green worm with fangs on an orange background