Eat World

EatWorld

EatWorld is a hyper-casual, .io-style mobile game where the player controls a growing black hole in a clean 3D environment. By dragging their finger, players move the hole around the level to swallow objects smaller than its current size. Each consumed object increases the hole’s size, allowing it to consume progressively larger items. Levels are set in themed environments such as parks and construction sites, filled with interactive objects. The objective is to consume as much as possible before the round ends. Coins earned at the end of each level are used to upgrade the hole’s starting size, encouraging replay and progression.

Engine

Unity

Genre

Hyper-casual, .io-style, Physics Game

Art Style

Simple, clean 3D

Mode

Single player

Platform

Mobile (Portrait Orientation)

Game Screenshots

Core Gameplay Mechanics

  • Drag-Based Controls

    Players move the black hole by dragging their finger across the screen. The controls are smooth and intuitive, making the game instantly accessible. Movement is continuous and responsive.

  • Size-Based Consumption Rule

    The hole can only consume objects smaller than its current size. Larger objects remain unaffected until the hole grows. This rule clearly defines progression and strategy.

  • Growth & Scaling Mechanic

    Each swallowed object increases the hole’s size. Visual scaling and a size indicator in the UI reflect player progress. Growth unlocks the ability to consume larger items.

  • Object Variety System

    Levels contain multiple object types, from small props to large structures. Different environments introduce new objects to consume. This keeps gameplay fresh and engaging.

  • Physics-Based Swallowing

    Objects are pulled into the hole with smooth physics effects. Visual and motion feedback enhances satisfaction. This reinforces the feeling of increasing power.

  • Level-Based Progression

    The game is structured into short, replayable levels. Each level features unique layouts and themes. Difficulty increases through object density and scale.

  • End-of-Round Rewards

    At the end of each round, players receive coins based on performance. A results screen provides clear feedback. Rewards encourage replayability.

  • Meta Upgrade System

    Coins can be spent to upgrade the hole’s starting size. This allows faster progression in future runs. Meta upgrades improve long-term retention.

Game OUTCOME

Eat World
Eat World

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