Sketch the Route
One line that does the whole job
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. The object follows the stroke exactly, so the drawing phase is your only chance to adjust. Getting the line right once beats redrawing it repeatedly, and every level is a small geometry problem.
Scan every part of the level before you draw
Find the target that looks hardest to reach before you touch the screen. 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. Look for the walls and hazards that will shape the route, and let the geometry of the scene decide the order you draw in.
Leave each bend more room than looks needed
Each bend needs 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. Draw with the whole body of the object in mind, especially where the route changes direction quickly.
Keep sketching until the route is fully drawn
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. Releasing early turns a fixable line into a failed run that has to be drawn again from scratch.
Fix only the section that clips a wall
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. Failed runs almost always die in one bend, so keep the successful parts of the line and iterate one corner per attempt.
Choose the order that keeps the stroke short
Choose a target order that keeps the stroke short, because every extra bend is a new chance to clip. Draw one continuous line through the sequence rather than separate segments, and keep the spaces between targets as direct as the scene allows. A short clean stroke is easier to judge than a long wandering one, and it leaves less room for the object to drift off course.
A clip on a turn points you at the guilty bend
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, so a local fix usually clears it. This makes each failure a lesson about one bend instead of a full reset.
Off the drawing board
When does the game put my drawn route to work?
The line is usually evaluated only after you release it, so keep drawing and adjusting until the whole route is set. Once released, the object follows exactly what you drew, so check corners and clearance before you let go. A few extra seconds of drawing save a full restart, and treating the release as a commitment prevents most failures.
How can I get to a goal hidden behind a wall?
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. Fixing one tight section locally beats redrawing the whole level every time, so keep the rest intact.
What makes a neat stroke clip a wall anyway?
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, since a local change fixes most failures without touching the sections that already work. Compare the corner that failed with a similar one that passed, and the difference will name the problem for you.
I let go before the route was done. Can I undo it?
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. The route you solved is still solved, so redo the drawing faster instead of starting over.
What is the fastest way to handle a level that keeps failing?
Stop redrawing the whole route and name the one section that clips. Widen that single curve, smooth its entry and exit, and re-test the same order, because a failed run almost always dies in one bend. Keeping the working parts of the line intact turns each retry into a small local fix instead of a full reset.




