Drawmaster2

Drawmaster2 is a drawing puzzle where you sketch the path a moving object will follow, guiding it around obstacles and through targets in the right order.

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This game opens in a third-party player. AMMB Arcade supplies the game information and navigation around it.

Drawmaster2

A route you sketch first

Drawmaster shows you a scene with a starting point, a set of targets, and obstacles in between, then asks you to draw the line the object will travel along. Nothing moves until you finish drawing and release, so the puzzle happens entirely in planning.

Because nothing moves while you sketch, there is no timing pressure inside the planning step. You can study the arrangement, change your mind, and redraw the same route as often as you need before committing the object to motion.

Pass every target safely

Draw a continuous path that reaches each target while steering clear of walls and moving hazards. The level clears only when the object has passed all of the targets and stayed inside the safe area the whole way.

Order matters as much as the line itself. If the route visits the targets in the wrong sequence, a later target can block an earlier gap, so planning the passing order before you draw tends to save a redraw later.

Click, drag, then release

On a computer, press the mouse button at the start, drag to trace your line, and release to send the object along it. On a touch screen, do the same with one finger, and the route is only evaluated once you let go.

That release is the whole commitment point. Until you let go, everything you sketched is just a suggestion, so it pays to pause with the button held, check the path once more, and only then release into motion.

Read the scene before drawing

Before you draw, spot where the targets sit and which gaps are wide enough to pass through. Start your line at the indicated point and aim for the target that lies along the most open route, leaving extra room near the edges.

A full look at the scene beats a line drawn from habit. Notice which obstacles sit close together, which gaps are generous, and where the object will still be moving when it passes each target, then sketch with those speeds in mind.

Round the corners, not cut them

A gentle curve nearly always survives better than a sharp turn. If your line clips an obstacle near one corner, redraw just that section with a wider margin rather than redoing the whole path.

Sharp angles also invite the object to clip a wall right at the bend, while rounded corners keep it inside the safe area through the entire turn. Treating each corner as a small arc makes the full route far more forgiving.

Questions from the drawing board

How do I draw a path for the object?

Press the mouse button at the start, drag to trace your line, and release to send the object along it. On a touch screen, do the same with one finger, and the route is only evaluated once you let go.

What makes a level fail?

A level clears only when the object has passed all the targets while staying inside the safe area. Clipping a wall or a moving hazard stops the attempt, so keeping the whole line inside the open space is the core rule to respect.

Does it matter which target I visit first?

Yes, order is part of the puzzle. If the route visits targets in the wrong sequence, a later target can block a gap you needed earlier, so it helps to plan the passing order before you draw the first stroke.

How do I fix a path that clips an obstacle?

Round the corners instead of cutting them, and redraw just the clipped section with a wider margin rather than redoing the whole path. A gentle curve survives better than a sharp turn, so widening the bend usually solves it.