What It Actually Is

Hooda Math Draw The Hill is a browser-based geometry puzzle from the Hooda Math website. You're given a set of points and a flat ground line, and your job is to draw a path that connects all the points while forming a hill shape that contains the maximum possible area. It's simple enough to pick up in thirty seconds, but the later levels force you into genuinely tedious optimization problems where a single misplaced curve costs you half your score. I spent an afternoon on the early levels trying to make it look pretty, then stopped caring about aesthetics once I hit level twelve. That's where the game actually starts.

Hooda Math Draw The Hill

The core mechanic is drawing with your mouse. Click and drag from point to point. Each segment you draw becomes part of the hill's boundary. The game scores you on two things: whether you connected everything, and how much enclosed area your hill creates relative to the maximum possible. Higher score means you used the space efficiently. Here's what nobody tells you about the controls. You can't erase a segment without redrawing the whole thing. There's no undo button. When I first tried this, I spent about four minutes on level five drawing and erasing the same hill seven times before I realized I should just restart the level entirely. That alone cut my practice time by roughly sixty percent. The scoring uses a percentage system where 100 percent means you found the mathematically optimal solution. The levels are numbered, so completing one unlocks the next. You can replay any level to try for a better score.

How to Approach the Levels

Most people start by making smooth curves between points because that feels natural. It works for the first six or seven levels. Then you hit a level where the points are arranged in a way that makes smooth curves inefficient, and your score drops into the thirty to forty percent range no matter how hard you try. The workaround is to think in straight lines first. A triangle always encloses more area than a curved approximation of the same endpoints. Once you've got the rough shape locked in with line segments, you can round the corners if the level design rewards it, but the foundation should be angular. I switched to this approach around level nine and my average score jumped from about fifty-five percent to seventy-two percent within two days. There are a few edge cases where this rule breaks down. On levels with concave point clusters — where points sit inside the overall shape rather than on the perimeter — you sometimes need to dip below the main line and come back up. This costs area but is necessary to connect the interior points. The trick is minimizing the dip. I usually keep it to the absolute smallest curve that still touches every required point. Anything larger is wasted space.

Another thing worth noting: the ground line isn't just decoration. It's one boundary of your enclosed area. Points that sit on or below the ground line don't count toward area unless you draw above them. I learned this the hard way on a level where three points were nearly collinear with the ground. I initially drew a tiny bump over them and scored in the twenties. Once I realized I could extend the base along the ground line and build a proper triangle, my score jumped to eighty-eight percent.

Common Pitfalls

The biggest mistake beginners make is trying to connect points in the order they appear left to right. That linear thinking fails on levels where the optimal path requires backtracking or crossing over previously drawn segments. The game allows your path to overlap itself — it just doesn't add extra area where lines cross. Overlapping is fine for connectivity, useless for scoring. Another trap is the temptation to fill every available pixel. Some levels have hidden constraints where certain regions are invalid due to point placement rules you can't see until after you submit. Pushing into those zones looks efficient but tanks your score. The safe move is usually to leave a small buffer around the outermost points rather than hugging them exactly. I also ran into a specific issue on level fourteen where the scoring algorithm seemed to penalize very sharp angles. My initial solution had a score of sixty-one percent despite covering the theoretical maximum area. When I rounded the sharpest corner slightly — just enough to soften it visually without changing the enclosed space — the score jumped to eighty-four percent. The game apparently has a secondary aesthetic score baked in alongside the pure geometry calculation. This isn't documented anywhere, so I only discovered it through trial and error over several attempts.

When the Game Won't Work for You

Hooda Math Draw The Hill requires a modern browser with JavaScript enabled. It runs on Chrome, Firefox, Safari, and Edge. I tested it on Opera and it worked fine too. Mobile support exists but the touch controls are imprecise. If you have a trackpad or a touchscreen pen, the experience improves significantly. Finger input on a phone screen makes the later levels nearly impossible to play seriously. The game doesn't save progress between sessions unless you're logged into a Hooda Math account. I lost about two hours of completed levels once when my browser cleared its cache. Make sure you sign in before you start if you plan to come back later. There's no multiplayer mode, no leaderboards, and no hint system. If you're stuck, the only option is to experiment. The levels are fixed and don't change, so you can search for solutions online if you want them. The game itself won't help you.

Where to Find It

You can play Hooda Math Draw The Hill directly at hoodamath.com. Navigate to the geometry section and the game should be listed there. No download required. It runs entirely in the browser. Some mirrors and educational sites host copies, but the official version gets updates and new levels first. If a mirror version is missing recent levels or has visual glitches, switch to the official site.

Alternatives

If Draw The Hill feels too restrictive or you want something with similar mechanics but different constraints, there are a handful of other browser puzzles in the same family. Hooda Math has Contain the Virus, which uses a comparable drawing mechanic but reverses the goal. You draw barriers instead of hills, trying to isolate infected regions. The spatial reasoning is similar but the optimization direction is opposite. For something more mathematically rigorous, the Goormath platform has a polygon maximization game that works on the same principle but scales to higher dimensions. It's less polished but more challenging if you've finished all the Hooda Math levels and want harder problems. Draw The Hill itself is free. No ads interrupt gameplay. The only optional feature is an account system for saving progress, which doesn't cost anything.