Draw the throw, not the road

Drawmaster2

A 480 by 854 physics game where the level's own instruction is to draw a path and kill the enemy, across 33 numbered levels that hold 195 coins between them.

LevelLoop wrote this play brief. The playable file, artwork, and runtime are delivered by an external game service. LevelLoop keeps supporting rights records for the catalog on file.

ShelfPuzzle
Drawmaster2

Title screen and the brief

One instruction on screen: draw a path, kill the enemy

The title screen fits in a portrait viewport, 480 by 854, with black bands either side of it in a desktop window. It shows the DRAW MASTER logo on a teal sky, a green bar across the top with a gold coin and a counter reading 0, a purple speaker toggle, and one orange PLAY button. Three captures, at the title, after the click and after input, are the same frame, so the title is all this recording reached.

The game states its own brief once a level opens. Text objects placed in the levels read Draw path! Kill the Enemy!, and the first level spells it with a double space as Draw path! Kill the Enemy!. Five further copies of the shorter line sit in the other levels. That sentence is the entire tutorial.

Drawmaster title screen inside the LevelLoop player: the DRAW MASTER logo, a green top bar with a gold coin and a score of 0, a purple speaker button and one orange PLAY button
Observed 2026-10-04 in Chrome at 1280×800: the title screen shows the DRAW MASTER logo, a coin counter reading 0 in the green bar, a speaker toggle and one PLAY button, in a portrait viewport with black bands either side.

Thirty-three levels behind the PLAY button

The project carries 37 scenes: a level-select screen, a menu, a shop, an empty padding scene, and 33 named simply 1 to 33. The level-select screen lays out 33 level buttons and 33 matching tiles in one grid, so the run is a numbered ladder rather than an endless mode.

One more detail from the first level: the only object built for teaching is a single helper, and it appears in level 1 alone. Every other level starts without it.

The line and the ragdoll

The drawn line belongs to the weapon, not the character

The build puts the drawing on the weapon. Its weapon object carries two state flags, draw and launched, and it is paired with a Line sprite that is only 4 by 4 pixels wide and carries a fade behaviour, one instance per level. A touch input object, a 20 by 20 marker for the current touch point and a weapon trail particle sit beside them. So the stroke you make is the weapon's flight path, and the character is not what travels along it.

Nine body parts on Box2D

Both the player and the enemy come from two families, one with a recolour behaviour and one with a dedicated death animation. Their bodies are physics assemblies rather than single sprites: 9 parts each, made of a head, two torso pieces, two arms and four legs, all running on Box2D. The head part carries its own isDead and isMovable flags, so the figure is meant to topple rather than snap off screen.

Across the 33 levels the build places 75 of these figures, so later levels carry more than one and level 1 carries exactly one.

Coins, hazards and the shop

195 coins, and a hazard count that climbs

Coins sit in the level as placed pickups, not as rewards for anything else. The 33 levels hold 195 of them in total. Level 1 carries 7, level 28 carries the most at 10, and level 24 carries only 1, which makes the average level worth under 6 coins.

Five kinds of obstacle

Hazards are counted the same way. The build places 34 explosive crates, 21 spikes, 20 destructible blocks, 9 indestructible blocks and 5 acid pools. Every level also carries one goal object, one quote line and a restart button, which is the same skeleton repeated 33 times.

Spending happens on the menu. The title carries three buttons: play, a gun shop and a menu button, and the shop scene lays out 24 weapon slots next to a weapon showcase and a price label. The counters behind it start at level 1, 0 coins and a coin increment of 100, and the run scene keeps a movement speed of 2 together with its own end-of-level flags.

Drawmaster 2 questions

The drawn path, the 33 levels and the 195 coins

These answers stay with what the title screen showed and with the numbers the game's own project file carries: the one-line brief, the weapon that owns the drawn path, and the coin and hazard counts behind the 33 levels.

What does Drawmaster 2 ask me to do?

Its own levels say it: the on-screen text reads Draw path! Kill the Enemy!, and the first level spells it with a double space. You draw a line and the enemy is what has to stop; there are no collectible targets in the level data.

Who travels along the line I draw?

The weapon, not the character. The build puts two flags on the weapon object, draw and launched, and pairs it with a 4 by 4 pixel Line sprite that carries a fade behaviour. The character itself is a physics assembly of 9 body parts.

How many levels are there?

33. The project carries 33 scenes named 1 to 33, and the level-select screen lays out 33 level buttons and 33 matching tiles in one grid. There are 37 scenes in total once the level select, the menu, the shop and one empty padding scene are counted.

How many coins are in the game?

195 across the 33 levels. Level 1 carries 7, level 28 carries the most at 10, and level 24 carries only 1, so the average level is worth under 6.

What can kill me on the way?

Five kinds of obstacle, counted across the levels: 34 explosive crates, 21 spikes, 20 destructible blocks, 9 indestructible blocks and 5 acid pools. Indestructible blocks cannot be removed, so they are route constraints rather than targets.