This is Draw the Hill unblocked: the game is loaded above from drawthehill.org itself, so it plays in an ordinary browser tab on a school Chromebook, laptop or phone — free, with no download, no extension and no account.
Draw the Hill: a pencil, a red car and as much road as you can draw
Draw the Hill opens on a sheet of graph paper. On the left a small red car sits on the end of a green pipe; on the right a dashed box and a pointing hand say “draw here”. There is no menu to click through. Drag a line from the pipe out into the paper, let go, and the car tips forward onto it and starts rolling. The counter in the corner starts counting metres.
Everything after that is physics. The line you draw becomes solid ground, the car keeps its speed going downhill and loses it going up, and it will happily fall off the end of a line you did not finish. As the car moves right, the paper scrolls with it, and green pipes begin to stand up from the bottom and hang down from the top. Your road has to thread the car through the gaps between them. Yellow coins float along the way, and a car that runs over them banks them.
The game is small: a Construct 3 project with a Box2D physics engine and a handful of sprite sheets, under three megabytes in all. It has no music. It runs from drawthehill.org itself, so there is no outside game portal in the frame. Your best distance and your coins are saved in the browser.
Controls & mechanics
| Action | Control | Purpose |
|---|---|---|
| Draw ground | Press and drag with the mouse, or drag a finger | Let go to finish the line; it turns into solid road at once |
| Start a run | Draw your first line from the end of the green pipe | The car waits at 0.0 m until there is road in front of it |
| Keep going | Draw the next line before the car reaches the end of the last one | Lines can start anywhere — join them up or leave a jump |
| Restart | Click the green arrow on the “Try Again!” card | Your best distance and coins stay |
| Vehicle store | The car button bottom-left on the start screen | Pick a vehicle you own, or buy one with coins; the arrow goes back |
How to get further in Draw the Hill
- Draw downhill first: A car that starts on a gentle slope builds speed for free. Starting your first line level or uphill is the fastest way to meet the hourglass.
- Short hills, not walls: Steep climbs kill speed. Two small bumps carry the car further than one tall hill, and a steep face can flip it onto its roof.
- Aim for the gap early: When a pipe pair scrolls in, start the road that leads to its gap well before the car gets there. A last-second line usually hits the pipe.
- Leave the car a runway: Draw ahead of the car, not under it. A line dropped right under the wheels can catch the car mid-bounce and stop it dead.
- Watch for the hourglass: It only appears when the car has stopped. A short line sloping down in front of the car is often enough to get it rolling again.
- Take the coins on the way: Coins sit in the air along the route. Curve the road up through them only when it does not cost you the next gap.
Key features
- Your line is the road: Everything you draw becomes solid ground straight away, with real slopes, bumps and drop-offs.
- Box2D physics: The car has weight and momentum: it speeds up downhill, slows uphill, bounces and can flip.
- Pipes and gaps: Green pipes grow from the floor and hang from the ceiling, and the road has to carry the car between them.
- Coins and a store: Five vehicles: the red car, a tractor ($400), a pickup ($600), a pickup with a trailer ($800) and a six-wheeler with a cannon ($1000).
- Best distance saved: Metres, best and coins stay in the browser; beat your record and it says “(NEW RECORD)”.
- Mouse or touch: Works with a mouse, a trackpad or a finger on a phone or tablet.
Game info
- Title: Draw the Hill
- Developer: Independent developer
- Category: Drawing Puzzles
- Platform: Web browser (HTML5)
- About the build: Draw the Hill · Construct 3 + Box2D · no developer credit in the build · served from drawthehill.org
Pro tip: Draw your road in short pieces, a little ahead of the car, rather than one long line at the start. Short lines let you react to the next pipe gap, and a gentle downhill in front of a slowing car stops the hourglass before it starts.