
Draw a Stickman: EPIC
Scribble a hero, send a friend into a cursed book, and spend two hours solving crayon puzzles that are charming for kids but frustratingly shallow for everyone else.
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About Draw a Stickman: EPIC
My honest first reaction to Draw a Stickman: EPIC was uncomplicated delight. You open the game, it hands you a blank page and a mouse, and you sketch a stick figure from scratch. Whatever lopsided, sleep-deprived doodle you produce becomes your actual protagonist, limping and all, and that moment of watching your own scrawl animate and trot across a storybook world carries genuine warmth. It is one of those small ideas that works completely. The problem is that the game has very little else up its sleeve, and it takes about twenty minutes to notice. The setup is simple: villain Zarp kidnaps your hand-drawn friend, and your scribbled hero dives into a book to get them back. Across fourteen levels (plus a hidden bonus stage), the world is rendered entirely in that beige, pencil-on-paper aesthetic - environments look like they came out of a child's exercise book, and that stylistic choice is either endearing or flat depending on your tolerance for minimal colour. The core loop involves magic pencils that each do exactly one thing: the fire pencil draws a flame to burn wooden fences or light dynamite, the cloud pencil lets you sketch rain to water plants or a storm cloud to zap enemies with lightning, and the axe and key pencils handle chopping and unlocking respectively. The puzzles built around these tools are mostly straightforward, occasionally clever, and sometimes so unclear about where you are supposed to draw that trial-and-error becomes your only guide. That narrowness is where the game earns its genuinely mixed reception. The drawing mechanic is the entire proposition, and it turns out four pencils spread across fourteen levels does not go very far. Combat is similarly underdeveloped - enemies have unpredictable hitboxes, your stickman dies fast, and deaths send you back to redraw every tool from the start of the segment. On a touchscreen, the input is forgiving and tactile. On a PC with a mouse, free-handing a recognisable shape under pressure is finicky in ways that feel unpleasant rather than charming. The non-linear level structure, where your path through one stage determines which stage unlocks next, is a nice concept that adds a little replay interest for completionists hunting hidden puzzle pieces and colour buddies. Who is this actually for? Younger players, somewhere in the eight-to-twelve range, will likely love it without reservation. The brevity works in their favour, the consequences are light, and the spectacle of their own drawing running around feels genuinely magical to a first-time player. Adults picking this up will find it a pleasant forty-five minutes if they go in expecting a mobile-ported casual experiment rather than a deep puzzle game. The Steam version does include 42 achievements and cloud saves, which give completionist types a small amount of extra mileage. Just go in knowing the runtime is two hours at a relaxed pace, and the drawing novelty plateaus well before the credits. Kai, Scout Team
Tags
Steam Deck & Linux
Playable on Linux with some workarounds. Based on 10 ProtonDB community reports.
System Requirements
Minimum
- OS
- XP/Vista/Windows 7/Windows 8
- Memory
- 1.5 GB RAM
- Storage
- 300 MB available space
- Graphics
- DirectX 9.0c compatible
- Processor
- Dual-core processor (Intel Dual Core 2.0 GHz or AMD Athlon X2 5200+ 2.6 GHz)
- Sound Card
- DirectX 9.0c compatible sound cards
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Game Info
- Developer
- Hitcents
- Publisher
- Hitcents
- Release Date
- Dec 3, 2013