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Drawmaster2
Puzzle

Drawmaster2

Drawmaster2 is a planning test, not a drawing test. Pick the target order before your finger touches the screen and round off the tight corners, and the route completes in a single run instead of a retry per obstacle.

Round the corners that bite

A fast Drawmaster clear is a single smooth stroke drawn in the right order. You plan the corner you cannot scrape past, draw one continuous line through every target, and release once. Speed here is planning time, not reaction time - a clean first stroke beats any number of retries.

Draw the whole route before you release

01

One smooth pass that collects and avoids together

The line has to touch every target and stay clear of every hazard in a single run, so the stroke order decides everything. Draw the collection sequence around the tightest gap first, then connect the rest. A run that wanders between targets adds bends, and each bend is a new chance to clip.

02

Plan the entry before the first pixel

Locate the board's tightest gap before drawing anything, then route the first part of the stroke wide and smooth around it. Momentum carries the object past a turn that looks fine on paper, so give early turns extra width - a corner planned in advance never costs a restart.

03

A wobble in the stroke is a wobble in the run

The object follows the line exactly, so a hand tremor in the drawing becomes a drift on the road. Draw deliberately in one pass where possible, and if the stroke bends where you did not intend, release early and restart - one clean second stroke is faster than fighting a messy first one.

04

Sharpen only the corners that need it

Straight sections should stay direct; the width budget belongs at the corners. Give each turn just enough extra room for the object to carry through without clipping, and keep the spaces between targets as short as the scene allows. Unnecessary bends are the run's real time cost.

05

A wall graze points back to one sharp corner

When the object clips on a turn, that specific curve is where the run ended. Look at the corner it hit, widen that single entry and exit, and re-test the same target order. A graze is a one-corner problem, not a reason to redraw the whole level.

06

Every failed run dies in one bend

Failed runs almost always die on the same bend, so keep the successful parts of the line intact. Widen the failing curve, keep the section order, and release again. Iterating one corner per attempt is the fastest way to a clean clear - restarting the plan from scratch wastes the route you already solved.

Why one wide curve fixes it

How do I draw a working route in Drawmaster?

Hold and drag the full route with the mouse, or trace it with one finger on touch, then release to send the object along it. The object follows your stroke exactly, so draw smoothly and deliberately in one pass where possible.

Why are smooth curves safer than sharp corners?

The moving object carries momentum, so a sharp corner is a spot where it can drift into the wall. A wide smooth curve gives the entry and exit room to absorb that momentum, keeping the run on the line even at speed.

How should I order the targets for the fastest stroke?

Choose a target order that passes the tightest gap with the most room, then draw one continuous stroke through that sequence. Keep straight sections direct and spend your width only at corners, and release once the whole line is set.

The run keeps dying on the same turn. What now?

Widen only that curve and smooth its entry and exit, then re-test the same order. Most failures trace back to one corner drawn too sharp, so a single local fix usually clears the level without changing the rest of the route.

The order you visit the targets in matters more than how carefully you draw between them. Find the gap that leaves the least room, decide which side of it your stroke will pass on, and then build the rest of the route outward from that decision. A line that reaches the tight spot late in the stroke has already used up its width budget on earlier turns, while a line that arrives there first and stays smooth has room to spare. That is the whole reason the tight gap gets planned before anything else is drawn.

When a run ends on a turn, resist the urge to redraw everything. The corner that clipped is the only part of the route that failed, and the sequence leading up to it was working. Widen that one curve, keep the same target order, and release again. Rewriting a route you have already half solved throws away the parts that were fine and usually introduces a new problem somewhere else on the board.