受付嬢の線引き guide: draw ramps, bounce adventurers and avoid costly injuries

Learn how to draw slopes and pink trampolines, match door colors and star requirements, manage four lines and survive ten guild days.

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Match each falling adventurer to a door of the same color and check that their star rating meets the door's requirement. Drag to draw a ramp; a short, quick stroke creates a pink trampoline. Only four lines can exist at once, so every extra stroke matters.

Play and objective

Play 受付嬢の線引き on unityroom. Released October 26, 2026 and updated October 27, this free browser physics game puts you in charge of the struggling Tenjo Shirazu adventurers' guild. You play receptionist Rino, steering people who fall from a ceiling portal toward quest doors. The campaign lasts ten days and offers six endings and a collection book. The creator estimates about 30 minutes; the final day features an ancient dragon challenge.

Controls

Input Result
Left-mouse drag or swipe Draw a line that works as a slide
Very short, fast drag Make a pink trampoline
Right-click or two-finger tap Erase a line
While drawing Time slows down
Draw a fifth line The oldest of the four existing lines disappears

On phones, the line appears slightly above your finger. Account for that offset when aiming.

A practical route through the ten days

  1. Read the door before drawing. A great success requires both matching colors and enough stars on the adventurer. Sending someone into a higher-ranked door than they can handle causes serious injury and a treatment bill.
  2. Choose the right kind of surface. Use a sloped line when you need to redirect a fall sideways. Try a quick, short trampoline stroke when a bounce is needed. Exact best angles are not documented; adjust to the visible trajectory.
  3. Use the slowdown. Time runs more slowly while a line is being drawn. Aim deliberately instead of filling the screen with hurried strokes.
  4. Protect useful lines. The fifth line automatically removes the oldest one. Erase an obsolete line manually before it interferes with the next arrival.
  5. Watch mana resonance. Every two lines you draw summon another adventurer from above. More drawing can mean more work, so first look for a route that needs fewer lines. Deliberately summoning extra people is an optional risk, not a proven scoring shortcut.
  6. Adapt to each class. Heavy knights break through horizontal lines, thieves bounce around, and mages float. A route that worked for one class may fail for another.
  7. Manage the guild at night. Balance treatment costs against upgrades. Repeated great successes can develop the eight resident adventurers up to three stars; neglect can cause departures. Keep reassessing resources as you approach day ten.

Mistakes, endings and FAQ

Why did my ramp vanish? A fifth stroke replaces the oldest line. Why isn't the trampoline pink? Make the stroke shorter and faster. Why was a matching-color door a failure? The star requirement matters too. Why did another adventurer appear? Two drawn lines trigger mana resonance. How do I get all six endings? The creator confirms six endings but has not provided a verified route-by-route trigger list here. Weather, transport rings, windmills and an inspector's visit introduce additional situations.

In short: match color and stars, draw the minimum useful lines, track the four-line limit and mana resonance, then review injuries and upgrades each night. The receptionist's paperwork is literally falling from the ceiling.

Source: official unityroom listing and creator's controls, checked October 28, 2026 JST. No firsthand full run, verified optimal geometry, complete ending solutions or individual X launch post.

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