Your stroke is the path it follows
Drawmaster is a drawing puzzle where the line you sketch becomes the road for a moving object. You study the scene, trace a route that reaches every target while staying clear of walls and hazards, then release and watch the run. Getting the line right once beats redrawing it repeatedly.
One sketched route carries the whole run
Sketch a route that lets the moving object reach every target it needs while avoiding walls and hazards. A level passes when the object completes the drawn path without clipping anything unsafe, so the whole line has to collect and avoid in one pass.
Click and drag with a mouse, or draw with one finger on a touch screen, then release to test the route. The line is usually evaluated only after you let go, so keep drawing until the entire path is set rather than sending it early.
Study the whole scene before touching the screen and find the target that looks hardest to reach. Draw toward that one early while the path is still short, then connect the easier targets around it, because reworking a tight section beats redrawing the level.
Give every corner a clearance wider than the object
Give each bend more room than feels necessary, because the moving object has its own size and will clip a line that passes close to a wall. Wide smooth curves are easier to follow than tight paths that barely fit, so space is never wasted if it keeps the run safe.
Route the deep target first while the path is short
The trickiest target usually sits deep in the scene or behind a hazard, and it is easiest to reach while the route is still simple. Visit it early, then loop back for the closer ones. Fixing one tight section locally beats redrawing the whole level, and it keeps the rest of the line intact.
Keep drawing until the whole line is committed
The object starts moving the moment you release, so the drawing phase is your only chance to adjust. Trace the path slowly, check the corners, and let go only when every section looks safe. A few extra seconds of drawing save a full restart, so treat the release as a commitment.
Repair one curve instead of redoing the level
When a level keeps failing, resist the urge to redraw everything. Identify the single section that touches a wall and change only that curve, leaving the rest in place. A wider local turn usually fixes the problem without breaking the sections that already work.
Draw with the size of the object in mind
Each stroke becomes the object's road, and the object occupies more than the line itself. A route that looks fine on the screen can still clip a wall once the object travels along it. Leave room for the whole body of the object, especially where the path changes direction.
A planning title among the quick-tap games
Compared with the quick-tap titles around it, Drawmaster rewards planning before input and gives you full control of the drawing phase. On the shelf it suits a visitor who prefers setting up one careful line over fast reactions, and every level is a fresh small geometry problem.
When the drawn line gets tested
When is my drawn line tested by the game?
The line is usually evaluated only after you release it. Until then you can keep drawing and adjusting, so use the whole drawing phase to check corners and clearance. Once released, the object follows exactly what you drew.
How do I reach a target behind an obstacle?
Route around the obstacle with a wide, early curve rather than threading the line past its edge. Give the turn extra room so the object carries through it without clipping, and visit that deep target first while the route is still simple to adjust.
I released too early. Can I fix the line?
Only by redrawing or restarting the level, because the object commits to the stroke on release. In practice that is not a big loss: keep the same plan, redraw the line once, and release only when every corner has enough clearance.
Why does a line that looks fine still fail?
Usually because the object has its own width and clips a wall the stroke passes near. Widen that specific curve and smooth the entry around it; a local change fixes most failures without touching the sections that already work.




