๐ช๐๐๐๐ข๐ ๐ ๐ง๐ข ๐ง๐๐ ๐ ๐ข๐ฆ๐ง ๐ฆ๐๐ฅ๐๐ข๐จ๐ฆ ๐ฆ๐๐๐๐ฌ ๐ฃ๐จ๐ญ๐ญ๐๐ ๐ง๐ญ
Another Pretentious Game has the kind of title that sounds like itโs about to lecture you while sipping espresso. And then you press play on Kiz10 and realize itโs actually about something far more dangerous: your own shaky hand. ๐
This is a drawing puzzle that turns a simple idea into a tiny spiral of obsession. You donโt move a character. You donโt run and jump. You draw. You create a line that behaves like a living little snake, you drag it across the screen, and you try to collect the colored balls without touching the wrong stuff or getting sloppy with your path. Itโs minimal, itโs clean, itโs weirdly dramatic for a game where the main action is โdraw a noodle and donโt ruin it.โ ๐๏ธ๐
The first levels make you feel confident, almost smug. Like, yeah, okay, I understand. I draw the line, I pull it around, I collect the targets, I win. Easy. Then the game starts adding spacing pressure, angles that mess with your brain, and placements that force you to think in curves instead of straight lines. Suddenly youโre not just drawing. Youโre planning. Youโre rehearsing a route in your head like youโre about to perform it on stage. Your cursor becomes this nervous little actor. Your line becomes the costume. The colored orbs? The audience, silently judging every wobble. ๐ญ๐ฌ
๐๐ฅ๐๐ช๐๐ก๐ ๐ ๐ฆ๐ก๐๐๐ ๐ง๐๐๐ง ๐๐๐ง๐๐ฆ ๐ฃ๐ข๐ข๐ฅ ๐๐๐๐๐ฆ๐๐ข๐ก๐ฆ ๐๐ง
Hereโs the secret: the line you draw is not just a line. Itโs a commitment. Once you sketch it, the game asks you to drag and guide that shape through space as if it has mass, length, and a personality thatโs slightly offended by sudden turns. If you draw too short, youโll struggle to reach everything cleanly. If you draw too long, youโll whip the tail into something you didnโt mean to touch. If you draw it messy, it will move messy. And the game will absolutely let you experience the consequences of your own art. ๐โก๏ธ๐ฌ
Thatโs why it feels so satisfying when you get it right. You start thinking like a puzzle solver and a choreographer at the same time. You donโt just โgo toward the next orb.โ You consider the order. You consider the safest approach. You consider the way your line bends when you drag it. You learn to leave yourself room, like youโre parking a long vehicle in a tight city street. And when you pull off a clean sweep, collecting everything in one smooth motion, it feels elegant. Not because the graphics are shouting at you, but because your solution was. โจ๐๏ธ
The game also has this sneaky psychological trick: it convinces you that the level is easy right up until your last orb. That final pickup is where confidence goes to die. Youโre reaching for it, youโre almost there, and your lineโs tail is doing something suspicious behind you. You can feel the mistake before it happens. You still do it anyway. Then you restart with a sigh that sounds like โI canโt believe Iโm being outsmarted by geometry.โ ๐ซ ๐
๐๐ข๐๐ข๐ฅ๐๐ ๐ข๐ฅ๐๐ฆ, ๐๐ฅ๐๐ฌ ๐ง๐ฅ๐ข๐จ๐๐๐, ๐๐ก๐ ๐ฌ๐ข๐จ๐ฅ ๐๐ก๐ก๐๐ฅ ๐๐ฅ๐๐ ๐ ๐จโ ๏ธ
The colored balls are the obvious goal, but the real game is the space between them. Some placements are inviting, like breadcrumbs. Others are traps disguised as โjust one quick move.โ Gray hazards and awkward layouts force you to respect the level design. You canโt brute force it by dragging wildly because the line has presence. It occupies space. It swings. It bumps. It refuses to be ignored. ๐
And you start developing habits, like a real player does. You slow down near tight corners. You widen your turns. You approach clusters from a safer angle. You even do that thing where you pause for a second, staring at the screen, then whisper โokayโฆ okayโฆโ as if the game can hear you. It canโt, but honestly it feels like it can. ๐
๐
What makes Another Pretentious Game work as a brain teaser is that it rewards calm, but it also tempts you into rushing. The levels arenโt long, so your brain tries to speedrun them. โThis oneโs simple.โ โIโll just grab these two fast.โ โNo need to plan.โ And then you clip something, or you realize your line length was wrong, or you boxed yourself into a corner with your own tail like a cartoon snake with a bad day. The punishment isnโt cruel, itโs immediate. Restart. Try again. Do it cleaner. That loop is pure puzzle addiction. ๐๐
Thereโs also a weird beauty in how it feels when you finally solve a layout that annoyed you. You donโt just finish it, you understand it. You see the intended route, the safe sweep, the order that makes everything fall into place. For a second, you feel like you cracked a code. Then the next level shows up and youโre humbled again. Classic. ๐ญโจ
๐ง๐๐ โ๐ฃ๐ฅ๐๐ง๐๐ก๐ง๐๐ข๐จ๐ฆโ ๐ฃ๐๐ฅ๐ง ๐๐ฆ ๐ฌ๐ข๐จ๐ฅ ๐๐ฅ๐๐๐ก ๐ง๐๐๐๐๐ก๐ ๐ง๐ข ๐๐ง๐ฆ๐๐๐ ๐ค๐งฉ
The gameโs name is a wink, but it also fits. Because at some point, you start narrating your own decisions like youโre the lead character in a very artsy documentary about drawing lines. You catch yourself thinking things like, โI must respect the curve,โ or โthe tail is a metaphor for consequences,โ or โperhaps the shortest path is not the safest path.โ Who are you. Why are you like this. ๐๐ญ
That inner monologue is part of the charm. The game is minimal enough that your brain fills in the drama. Every restart feels personal. Every success feels earned. Youโre not watching a character struggle, youโre watching your own precision struggle. When you mess up, thereโs no excuse. It was your line. Your angle. Your speed. Your decision. And somehow that makes it more compelling, not less. ๐ง ๐๏ธ
It also makes the game perfect for quick sessions. You can play a few levels on Kiz10, leave, come back later, and immediately understand what to do. But the difficulty curve is just spicy enough to create that โone more attemptโ trap. Because youโll miss a level by an inch and your brain will refuse to let it go. Youโll want the clean run. The elegant sweep. The smooth arc that collects everything like a magician pulling scarves out of a hat. ๐ฉ๐
๐ง๐๐ฃ๐ฆ ๐ช๐๐ง๐๐ข๐จ๐ง ๐๐๐ง๐๐ก๐ ๐๐๐๐ ๐ ๐ง๐๐๐๐๐๐ฅ ๐๐งท
If you want to play better, the biggest upgrade is patience. Draw with intention. Give your line enough length to reach clusters, but not so much that it becomes a liability. Think about the order of pickups before you move. Approach tight spaces slowly, like youโre guiding something fragile through a crowded hallway. And when you fail, donโt rage-drag. Rage-dragging is how you lose twice. ๐
Youโll notice the game starts to feel easier the moment you stop fighting it and start partnering with it. The lines has behavior. Respect it. Use wide arcs. Make room. Treat the tail like it matters, because it does. The satisfying part is that this isnโt about speed. Itโs about control. When you get that control, Another Pretentious Game becomes this oddly relaxing drawing puzzle where your best solutions look simple, even though they absolutely were not. ๐ง๐๏ธโจ
By the time youโve cleared a good chunk of levels, youโll realize what the game really is: a compact, clever test of planning, precision, and calm hands. A line-drawing puzzle that makes you feel smart, then immediately makes you feel silly, then hands you one more level like a challenge in a tiny, polite envelope. On Kiz10, itโs the perfect kind of โpretentiousโ gameโฆ because the only thing being dramatic is you, staring at a curve you drew, muttering, โI can do this cleaner.โ ๐ญ๐งฉ