Let’s take yesterday’s Worm Coral and turn it up to 11!
Now we have:
- Whenever a worm gets stuck, it will ‘backtrack’: it will instead expand from the previous position recursively
That means that the initial 10 worms should always be able to fill the entire world! Even if one closes off an area, that one can eventually fill it up:

I like how occasionally you get one spindly bit (usually early in the run) that another goes through. It reminds me of Blokus It does take a while.
In addition, I wanted to play a bit with simulationism:
- Worms can potentially
changeColoreach frame - Every
framesPerGenerationcheck if each worm diesdeathChanceor spawns a child worm (spawnChance) - If a worm dies, it is removed from the simulation
- If a worm spawns, it creates a new child at it’s current location
- If
spawnIncludesHistoryis set, the child can backtrack into the parent’s history - If
spawnVariesColoris set, the child will (potentially, it’s random) have a slightly different color
- If
Let’s check it out!




