But it is a significantly more dynamic game than the original, offering interactive environments, helper characters and a greater focus on story. The puzzles would get increasingly complicated as the levels progressed, and players would have to take advantage of the game's physics in order to maneuver the candy.Ĭut the Rope 2 has the same concept as the original game, and players still have to cut ropes and play with physics to help On Nom. Using a swiping motion on a touch screen (or a swiping mouse motion in the browser-based version of the game), players would cut through the rope, releasing the candy, which would then fall into Om Nom's mouth. Players were tasked with helping a little creature named Om Nom obtain a candy that was often hanging from multiple ropes. The original Cut the Rope launched in late 2010. "We design by giving freedom to the developers. "We wanted to have very new game mechanics, and we felt that this is a very different game, so it deserves a number 2." "We've released many, many updates for the original Cut the Rope, and our numbers in terms of downloads and daily active users continue to climb, but we wanted to tell a different story," Lyalin said. Speaking to Polygon, ZeptoLab's CEO Misha Lyalin said the studio wanted to make Cut the Rope 2 because it wanted to offer a new experience with new game mechanics, while still building on the foundation of the original game. The sequel to ZeptoLab's highly successful physics-based puzzle game Cut the Rope will launch exclusively on iOS devices on Dec.