
To be honest, I played a lot of pixel-level puzzle games during the Symbian era. At that time, the memory was small and the graphics were rough, but the creativity was really solid. Later, the mobile game market became larger and larger, and more and more games were reskinned for money. It was these niche casual works that really made people feel "thoughtful". "Unhappy Painting" is a treasure that I discovered unintentionally recently. I don't want to brag about it. It allows me to regain the pure pleasure of solving puzzles when I played "One Stroke Painting" and "Brain Training".
Let's first talk about the comparison of similar games. There are games on the market like "Draw Line Escape", which are essentially physical trajectory simulations. The lines you draw must conform to the gravity and collision of the real world. Sometimes it tests your patience. If you draw a wrong line, you can't undo it. "Unhappy Drawing" is obviously much smarter. It blurs the boundaries between painting and puzzle solving: you don't need to draw precise geometric figures. You just need to roughly draw the missing part in the vacant position, such as a cloud, a wheel, and an ear, and the system will automatically recognize and complete it. This "complete" mechanism is actually a bit similar to the early "Draw a Stickman", but the title of "Unhappy Drawing" is more life-like, and the scenes are more smoky. For example, a lamp is missing in the living room, and a butterfly is missing in the park. It makes you feel that you are not solving a puzzle, but helping to "repair" the world.
The advantages are low threshold and fast feedback, which is suitable for fishing in fragmented time. Each level takes about half a minute to a minute, and there is no penalty for failure. You can just redraw. You won't feel frustrated if you make a mistake, because the system will give you tips, such as "try adding an arc here." This design is quite user-friendly, unlike some puzzle games that require you to watch ads or grind hard if you get stuck. By the way, the current charging mode is 0. I didn't find any in-app purchases. There are only occasional interstitial ads, but the frequency is very low and completely acceptable.
However, the shortcomings must also be mentioned. First, the number of levels is not very large at the moment. I completed the existing chapters in about two days, and there are probably more than 60 levels. I hope it will be updated in the future. After all, the biggest fear of this kind of creative game is running out of content. Second, the difficulty gradient is a bit flat, and there are no particularly brain-burning questions in the later stages. It feels like it is for light players, and hard-core puzzle enthusiasts may not find it satisfying. Third, there is no achievement system and rankings, which lacks a bit of long-term stickiness, but for players who just want to relax, this is not a problem.
Generally speaking, in this era where you can easily get stronger by drawing 648 cards and spending krypton gold, it is quite rare to encounter a game that relies entirely on creativity and interaction to impress people. If you are like me and are tired of fighting and killing operation games, or are stuck in the bottleneck period of a certain liver copy, you might as well give this one a try. Drawing is really stress-relieving, and every time a match is successfully drawn, the feeling of satisfaction of "ah, that's it" is probably the most familiar joy for veteran players when they were young. 😌