
Draw a Stickman: Epic 2
Come with patience for your own wobbly mouse art, and not with expectations of hard puzzles, and this storybook adventure turns out to be one of the more sincerely handmade things on Steam.
GamerScout Verdict
Best for players who want a gentle, handmade puzzle adventure to share with a kid, not a challenge to conquer.
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Screenshots & Media
About Draw a Stickman: Epic 2
What this one asks for first is patience with your own bad drawing, and I mean that literally. Before the storybook opens properly you are handed a blank page and told to make your hero, and whatever lopsided thing your mouse produces is the character you will be steering for the rest of the adventure. That is the whole contract. Give it a clumsy scribble and a couple of unhurried evenings, and it hands back a small illustrated world that treats your scribble as though it always belonged there. Underneath the gimmick it is a side-on adventure built in chapters, each one a set of gentle environmental puzzles you solve by drawing objects directly into the scene. A gap in the floor wants a bridge. A dried patch of ground wants water, and then grows something you have to climb. Your pencils carry elemental properties rather than just colors, so most of the problem-solving is about choosing the right one and sketching a shape rough enough for the game to recognize. Creatures wander the pages, some hostile, some just strange, and the fights are less about reflexes than about working out which element a thing hates. It is single-player start to finish, with achievements, trading cards and cloud saves attached, which is about the level of ceremony it needs. What genuinely works here is the craft. The art looks like something a person drew by hand and then colored slowly, all soft edges and picture-book composition, and it commits to that look completely instead of dropping stock interface elements on top of it. The music is unhurried and a little dreamy, the sort of score that sits behind you rather than in front of you, and the sound design gets real comic mileage out of scratchy pencil noises. There is a specific small joy in watching a stickman you drew badly on purpose flail through a carefully composed forest. The pacing understands its own scale, too. Chapters are short, ideas get introduced and then retired before they wear thin, and the whole thing ends right around the point where you would have started checking how much was left. Where it disappoints is the distance between the promise of endless creativity and what the puzzles will actually accept. You are drawing, yes, but the game is usually hunting for one specific answer, and the freedom is more about how ugly your solution is allowed to be than about finding a route the designers did not plan. Once you spot that pattern, the tension drains out of a lot of rooms. Precision with a mouse is fiddly in the few moments it matters, and the difficulty curve stays flat and forgiving, which is lovely if you are here for atmosphere and deflating if you wanted a puzzle box with teeth. The story connecting the chapters is thin, and the combat is the weakest thread of all, closer to a chore between drawings than a system worth mastering. The Very Positive standing, 88 percent across more than a thousand reviews, reads about right to me: people who came for charm found charm, and people who came for challenge quietly went elsewhere. So who is it for. Anyone drawn to small, sincere, handmade things, and especially anyone with a kid sitting next to them, because passing over the drawing pad is the best thing this game does socially even though it is technically a solo release. It is also a fine pick if you want something that asks nothing of your reflexes at the end of a long day and still gives you a world worth looking at. It is not a landmark and it never pretends to be. It is an evening or two of illustrated adventure that respects your time, built by a team that clearly cared how every page looked, and I will take that over a bigger, sloppier game most weeks of the year.

Indie & narrative
Tags
System Requirements
Minimum
- Processor
- Dual-core processor (SSE2 instruction set support.)
- Memory
- 2 GB RAM
- Graphics
- DX9 (shader model 2.0) capabilities; generally everything made since 2004 should w…
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Reviews & Ratings
Game Info
- Developer
- Hitcents
- Publisher
- Hitcents
- Release Date
- Nov 6, 2015


