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Fun idea, and very funny execution.

I also made a drawing game and one issue that I noticed here that I also ran into is that if you move your mouse fast when drawing, Godot only registers a few of those events. So to make the drawing a lot smoother you could add all the pixels between each event and the previous event. I don't know if that makes sense, but it would improve the drawing experience by a lot. It made a big difference to my game.

Anyway, good job. It would be interesting to hear how the grading algorithm works!

(+1)

yeah me and my friend thought about make the pixels bigger or adding all the pixels between each event but we didn't have enough time 

and also the grading algorithm  was written by Alex he did a insanely good job ill tell him to reply to you on how he did it

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its hard to explain, but basically what i did was define different color amounts that a customer can choose from(a bit, some, a good amount, a lot)  and each section of the sword(the handle, hilt and blade has different verification algorithms, the blade should be sharp so i check that, the hilt should also be sharp and the handle can be either blunt or sharp and i made a variable for these two posibilities too. The sharpness algorithm sorts the positions that were saved for rating either from top to bottom(y for blade) or from bottom to top(y for handle) and then the pixels are also sorted according to the x axis for the hilt. After the sorting algorithms run(i used a simple bubble sort), i compare different y values to determine the sharpness. The color is quite simple, i count the number of pixels found for the wanted color, then i compare that with the amount wanted(a bit, some, a good amount, a lot). Thanks for your feedback, hope this clarified what i did.