Draw & Roll Rescue: Draw a Path, Roll the Ball Home
Draw a line. Tap ROLL. Get the ball home.
Draw & Roll Rescue is a draw-a-line physics puzzle game. The ball is stranded, home is across the level, and the only bridge is the one you draw.
How it plays
- Draw a path with your mouse or finger — ramps, bridges, loops, whatever the level needs
- Tap ROLL and real physics takes over: gravity decides if your drawing was genius or garbage
- Guide the ball home to the little house, collecting up to 3 stars per level on the way
- Mind your ink — every level gives you a limited drawing budget, shown on the ink bar. A smooth ramp beats a steep one
What's in the game
- 12 handcrafted levels — gaps, stairs, slaloms, wells, funnels, a spike bridge, and a grand finale
- Spike hazards that end your roll on contact — route around them or build over them
- Undo, clear, and retry buttons, so experimenting is free and fast
- Level select with star tracking — progress and stars are saved automatically, so you can chase a perfect 36-star run across sessions
- Synthesized sound effects with an on/off toggle — no downloads, no audio files
Why it's different
Most draw-and-roll games give you unlimited ink and one obvious answer. Here the ink budget is the puzzle: the shortest line rarely collects all three stars, and the safest line rarely fits the budget. Every level has several solutions — yours just has to work once.
Controls
- Mouse or touch: draw on the play field
- ROLL button: start the physics
- UNDO / CLEAR: fix or erase your drawing
- RETRY: redraw during a roll
Plays in the browser, portrait orientation — built for quick sessions on phone or desktop. No install, no account, no ads.
Free to play — pay what you want if it earns it.
Playtesting this for the Playtest & Feedback Exchange Jam? Thank you! What helps us most: is the ink budget clear without reading anything, does Level 1 teach the game on its own, and where do you get stuck? Harsh feedback is welcome — leave it in the comments and we'll return the favour on your game.





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