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Save the Stickman
Save the Stickman
Save the Stickman

Save the Stickman

Save the Stickman

Play Save the Stickman, a drawing puzzle Scratch game, free in your browser. Controls: Mouse or touch to draw.

Oct 9, 2026Added

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What happens when the shield you just drew tips over before the first rock even lands? Save the Stickman is built around that question, because every level gives you a single drawn shape and then lets gravity and hazards decide whether your idea was smart. The stickman stands still, the danger is visible from the start, and your line is the only thing between them.

Genre Drawing puzzle
Controls Mouse or touch to draw
Goal Keep the stickman unharmed until the hazard passes
Fail state Any hit on the stickman, including from your own drawing

How a Drawn Line Behaves in Save the Stickman

As soon as you release the mouse, the line becomes a solid object with weight. It falls, rolls, and leans like any other physics body, so a flat wall drawn in midair drops straight down and often lands on the stickman’s head. That same weight is also your best tool, because a curved line settles over the figure like a helmet and a line touching the ground on both ends stays where you put it.

Lines that touch the stickman count against you. Drawing too close is the most common way to fail a level that was otherwise solved.

Early in the game the hazards come from one direction, so a single angled wall is enough to pass. Players who like quick logic puzzles clear these opening levels in seconds and start hunting for shorter, cleaner drawings.

Rocks, Arrows, and Spikes That Change the Plan

The hazards rotate between falling rocks, arrows flying in from the side, and spikes waiting below the figure. Each one wants a different shape. Rocks need a roof that spreads the impact, arrows need a wall with a wide base so the hit does not knock it over, and spikes punish any drawing that pushes the stickman downward. Once two hazard types share a level, the simple dome stops working and the game asks for one shape that handles both directions.

This is where most players get stuck for the first time. A drawing that blocks arrows perfectly can still fold under a rock and crush the figure it was meant to protect.

The fix is usually to think about where the weight lands rather than where the danger starts. Watching a failed attempt to the end shows exactly which part of the line gave way.

Drawing Habits That Clear Hard Levels

Community advice for this kind of puzzle boils down to a short routine. Experienced players rarely draw the first idea that comes to mind; they trace the hazard path with the cursor, check where the floor and walls are, and only then commit to a stroke.

  1. Anchor first: start and finish the stroke on solid ground or a wall so the shape cannot slide.
  2. Leave a gap: keep clear space between the line and the stickman so no part of the drawing touches him.
  3. Prefer curves: a rounded line spreads weight better than a sharp corner, which tends to tip the shape over.
  4. Watch the path: follow where the rock or arrow will travel before drawing, not after.

Players who enjoy speedrunning puzzle games turn these habits into muscle memory and start solving levels on the first try. Casual players can ignore the routine for a while, but it pays off once hazards start arriving from two sides at once.

The dome trick deserves a mention because nearly everyone discovers it. A wide arch anchored on both sides of the figure solves a surprising number of rock levels, though it fails badly against anything coming in low.

Where Save the Stickman Splits Opinion

The physics are the main point of debate. A drawing can pass once and fail on the retry with no visible change, and some players call that luck-based design rather than puzzle design. Others like the unpredictability and treat each retry as a small experiment.

The answer probably depends on what you want from a puzzle. If you expect one exact solution per level, the wobble will frustrate you.

If you enjoy improvising, that same wobble is what keeps levels from feeling solved forever. Younger players in particular tend to love drawing absurd shapes just to see whether they somehow work.

Save the Stickman works best when you slow down for one breath before drawing, picture the rocks or arrows hitting your line, and leave the stickman a little room inside his shelter. Get that habit right and the later two-hazard levels stop feeling random and start feeling fair.

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