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Doodle Doom

A hand-drawn physics destruction game played across a stack of unruly notebook pages. Hold and drag to grow an ink-powered blast, then release it into stars, angry suns, ink blots, paper planes, bouncing notes, tornados, books and hidden erasers to build the messiest chain reaction before your pen runs dry.

▶ Play Doodle DoomHold to charge - drag to aim - release to blast · progress saved in your browser

How to play

Press and hold anywhere on the notebook to draw a growing spiral blast. Keep holding for a wider, stronger explosion, and drag while charging to move the scribble into position. Release to set it off. Every second of charging spends ink, so decide whether the page needs several precise pops or one enormous opening blast.

Aim the charged scribble where one blast can touch several doodles. Scoring reactions do not begin until your first release, so you can take your time choosing the opening chain.

Ink is your blast budget

The ink bar is the only ammunition. A quick hold makes a small, efficient pop; a long hold can lift books and prime doodles across a broad area but consumes much more ink. Once the meter reaches zero, the game waits for every ricochet, pulse and flying scrap to settle before grading the page.

Hold
Grow + drag
Release
A++
Grade

Doodles with consequences

A blast can ignite nearby doodles. Each one creates a different second move, so placement matters more than simply hitting the biggest pile.

Stars shatter into four ricocheting mini-stars, each ending in another small pop.
Angry suns fire eight long rays. Anything crossed by a ray is shoved, books rip open, and other doodles ignite.
Ink blots splat into five flying globs. Every glob leaves a stain and creates another blast when it lands.
Paper planes strafe across the page for a moment, dropping repeated little pops beneath their flight path.
Music notes bounce three times. Each hard landing sends out a wide purple pulse.
Tornados pull nearby pieces into a spinning orbit, then finish with a powerful fling.
The hidden eraser unleashes the widest wipe on the page, tearing books, igniting doodles and launching everything above it.
Books split into chunks and a cloud of fluttering pages. Fast collisions can rip them open even without a direct blast.
Keep the chain inside 1.1 seconds
Every scoring event raises the multiplier and refreshes a short combo timer. Reactions that overlap in time are worth far more than isolated explosions. Five rapid activations also trigger a brief highlighted slow-motion moment. Books and broken chunks flung high into the page earn an additional airborne homework bonus.

Turn the page

The report compares destroyed objects with everything that began on the page. The grades are F: Barely a Smudge, C: Messy Margins, B: Respectable Ruckus, A: Glorious Mess and A++: Page Obliterated. Later pages introduce shelves, more books and stars, then suns, planes, notes and tornados. The ink supply grows gradually too, up to sixty extra points, and a second eraser joins from page six onward. You can retry the same page or continue, and your best mess score is saved in this browser.

Tips

  • Start near the center book pile hiding the eraser, or near a cluster of different doodles, to get several reactions from one charge.
  • Drag a nearly full scribble into position instead of beginning the hold directly on a crowded target.
  • Use sun rays and planes to carry a chain sideways across shelves.
  • Trigger tornados near loose books so their pull gathers the pile before the final fling.
  • Save enough ink for one cleanup blast if isolated books survive the opening chain.
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