Draw Climber

Draw Climber Obstacles: Spikes, Crates, Balls and Bolts

Published · Updated · 3 min read

Draw Climber courses are built from a small set of pieces. Most are plain yellow and orange ground: flat blocks, ramps, steps and curved humps. On top of that, the level files place a few special objects. Each one behaves in its own way, and once you know the rules you can plan your legs before you reach them.

Red spikes

Rows of red spikes are fixed to the course. If the cube itself touches them, the legs stop turning and the level fails a moment later.

The useful detail is that the check is only on the cube. In the game code, the legs touching the spikes do nothing. So you can step over a spike row with long legs that reach past it, as long as the cube's body stays clear. Draw a long line a little before the spikes so the cube is lifted high as it passes.

Green crates

The small green blocks are loose objects, not part of the ground. They fall, slide and tip over when the cube or legs push them. A crate in your way can be shoved ahead or climbed over; a crate that tips into a gap can also get stuck under your legs. If one jams against the cube, redraw shorter or longer legs to get a new angle on it.

Blue balls

Blue balls are also loose, and they are very light compared with the cube. When a course fills a dip with them, the cube cannot stand on them like solid ground; it sinks in and has to dig through. Long legs that reach the far edge of the pit work better than short ones that only stir the balls around.

Lightning bolts

The floating lightning bolt is a pickup. Only the cube can collect it, not the legs. When it does, the game takes over the cube's movement for a short burst: it pushes the cube forward and slightly upward at a fixed speed, no matter what shape your legs are. After the burst, normal leg movement takes over again.

This means a bolt can carry you over ground your current legs would struggle with. It also means the cube may land somewhere new, so have your next shape ready.

Coins

Coins are set in small groups of one, two, four or five. They are worth one coin each, and either the cube or the legs can collect them.

Falling off the course

The other way to fail is to drop off the course. If the cube falls far below the track, the level ends. This happens most often when legs are too long on a high, narrow section and flip the cube over the edge, so shorten them once the climb is done.

The finish line

Each course ends in a checkered finish line with a wall behind it. When the cube passes the line the level is complete, the legs stop turning a second later, and the results screen opens.

When you fail

The fail screen gives you 10 coins and lets you replay the same level from the start. There is no limit on tries. A good habit is to watch where the last run went wrong, then plan which shape you will draw just before that spot.

Quick reference

ObjectMoves?Ends the run?
Red spikesNoYes, if the cube touches them
Green crateYesNo
Blue ballYesNo
Lightning boltNo, it is picked upNo, gives a speed burst
Falling off the track-Yes

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