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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.

SPEED RUN NOTES

Xcw speed-run notes

01

Win condition

Draw one route that touches every required target while keeping the moving object clear of every wall and hazard. The run succeeds when the object finishes the full path without clipping anything, so the line must do both jobs — collect and avoid — in one pass.

02

Fastest line

Choose the target order that passes the tightest obstacle with the most room, then draw one smooth curve through that sequence. Give sharp corners extra width and keep straight sections direct, because each unnecessary bend is another spot for the object to drift into a wall.

03

Input language

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 the line you drew, so a wobble in the stroke becomes a wobble in the run — draw deliberately in one pass where possible.

04

Opening play

Start by locating the board's tightest gap, then plan your line around that gap before drawing anything. Route the first section of the stroke wide and smooth through the corner, because momentum will carry the object past a turn that looks fine on paper.

05

Score signals

A route is working when the object hugs your line through corners without slowing or bouncing and collects targets in order. A route is failing when the object grazes a wall on a turn or skips a target — both trace back to one corner drawn too sharp.

06

Recovery

If the run fails, find the single corner where the object clipped a wall or missed its turn. Widen only that curve and smooth the entry and exit around it, keeping the rest of the route unchanged, then re-test the same target order.

Player questions: Drawmaster2

How do I control Drawmaster2?

Hold and draw the full route with the mouse, or trace it with one finger, then release to send the object along it. The object follows your line, so keep the stroke smooth and deliberate.

Why are smooth curves safer than sharp corners?

The moving object carries momentum, so it can overshoot a tight corner and clip a wall. A wider curve gives it room to turn predictably, which is why each unnecessary sharp bend should be rounded off.