About this game
Gravity Painter gives you no control over the orb at all. You draw surfaces, press release, and watch. Each stroke is broken into short segments, and every segment becomes a genuine collider — the orb bounces off the actual normal of the line you drew, at the point it landed.
Ink is limited and measured in drawn length, which is what turns this from a doodling toy into a puzzle. A long sweeping ramp uses most of your budget and usually stops the orb dead. A short line at the right angle redirects the fall while keeping almost all of the speed.
How to play
- Drag to draw surfaces. The ink meter at the top-left shows how much you have left.
- Press Z to undo a stroke and get the ink back.
- Press Space to release the orb from the dashed circle.
- Route the orb into the green goal. Collect gold stars on the way for bonus points.
- Eight sketches complete the run.
Physics mechanics
Here is what the simulation is actually doing while you play.
Surfaces from strokes
Each stroke segment becomes a thin rotated rectangle with real friction and restitution. The orb bounces about the segment's actual normal, so what you draw is exactly what it hits.
Angle and speed retention
A surface near 30 degrees redirects a fall while keeping most of the speed. A near-horizontal surface converts almost all of it into a stop. Choosing the angle is the whole puzzle.
Restitution of drawn lines
Drawn surfaces have a restitution around 0.32 — enough to give a small bounce but not enough to keep the orb alive indefinitely. Routing, not bouncing, is the intended solution.
Ink as a resource
Ink is consumed by drawn length, so the efficient answer is a short line placed exactly where the orb already wants to be.
Why a shallow ramp fails
When the orb lands on a surface, only the component of its velocity along that surface survives — the component into the surface is what gets absorbed and partly returned as bounce. On a near-horizontal line almost all of the orb's downward speed is pointing into the surface, so almost all of it is lost. On a 30-degree line most of that speed is already pointing along the surface, so the orb keeps it and simply changes direction. That single geometric fact is the difference between a solved sketch and a stalled one.
Objective
Draw a route that carries the orb from the release point to the green goal.
Scoring
- Reaching the goal awards 400 points plus 60 per cent of your remaining ink.
- Each star collected is worth 150 points, plus another 100 in the completion bonus.
- Undo is free.
Scores, favourites and play history are stored in your own browser using localStorage. There is no account, no leaderboard and no server: clearing your browser data clears them, and they do not follow you to another device.
Tips
- Short lines, right angles. A 30-degree segment redirects a fall and keeps the speed. A long shallow ramp wastes ink and momentum.
- Draw where the orb already goes. Watch one failed release first. Then draw only at the point where its natural path needs correcting.
- Undo generously. Undo refunds the full ink cost. There is no reason to live with a bad stroke.
- Use obstacles as free walls. The grey blocks are already colliders. Bouncing off one costs no ink at all.
- Stars are usually on the efficient line. Star placement tends to sit near the natural route. If a star is far off, it may not be worth the ink.
Difficulty
Medium. Early sketches have generous ink and a short drop. From sketch five the budget is tight enough that a wasteful first attempt leaves you unable to finish, which makes the undo key essential rather than optional.
Features
- Every stroke becomes a real collider, segment by segment
- Limited ink measured in drawn length
- Undo that refunds the ink you spent
- Optional stars for bonus score
- Eight sketches with tightening ink budgets
How accurate is this?
Physics Arcade games use simplified, tuned physics built for playability. They are not scientific simulations: forces, masses and timings are chosen because they feel good at 60 frames per second, not because they match measured values. Where a game departs from real-world behaviour in a way that matters, the game page says so.
Gravity Painter – FAQ
Do my drawings persist between attempts?
No. Each sketch starts clean, and a failed release restarts that sketch with the full ink budget.
Why did my line stop the orb instead of redirecting it?
It was probably too close to horizontal. A flat surface converts downward speed into a stop; an angled one converts it into sideways travel.
Can I draw over an obstacle?
Yes, but the obstacle is already solid. Drawing on top of one wastes ink.
What happens if I run out of ink?
You can still release the orb. If it does not reach the goal the sketch restarts with a full budget, so running out is a setback rather than a failure.