UPDATEDToy
Pencils Down
Crush, rip, smash and burn the worksheets and calculators of math class on a desk under one lamp, then turn the lamp down and let it all float away.
What it is
wreck the homework
A desk at one in the morning under one lamp, covered in the things from math class: worksheets, a test, a textbook, a calculator, a ruler, red ink. Every object is a real body with its own height, so things fly, land on each other and fall off the edge. Seven tools wreck it: the Hand crushes and throws, Rip tears along the line you drag, the Mallet smashes, the Match burns, Splat flings ink, the Fan blows and the Swirl whirls it all up. Fifteen more things come out of the drawer just by playing, about one a minute. When smashing is not what you need, Afterglow turns the lamp down: the paper rises away as lanterns and the symbols float up, chime and join into constellations. Nothing is timed or scored.
How to play
Controls, then the numbers that matter
Hold the Hand still on a sheet for a quarter of a second and it crushes into a ball in about 0.7 s, still in your hand; flick to throw it.
Flick a ball toward the bin (within about 12 degrees) and it lobs in; or carry it over the rim and let go.
Hold the Mallet down to wind it up: full power at 0.7 s, when the shockwave reaches more than a third of the way across the desk. Two hits pop a calculator's keys and then split its shell; the textbook loses 2–4 of its 12 pages a hit.
Drag Rip fast across the textbook to pull a page out, or across a ruler or pencil to karate-chop it. Graph paper tears along its grid.
Fire spreads to paper it nearly touches and climbs onto paper lying on top of it; a sheet burns away in about 4.5 s, and the Fan makes it burn half again as fast. A sheet soaked in tea holds off the match for about 2 s.
Carry a sheet onto the shredder and let go: it comes out the front as 4–10 strips. A symbol jams it; a calculator gets chewed.
In Afterglow tap paper to fold it into a lantern; after 45 s the balls let themselves go, one every 4 s. Slow light makes the lamp breathe, 4 s up and 6 s down.
Settings → Open the whole drawer gives you all 15 unlocks at once.
Menu → Notebook writes a pencil line for each of the 36 things the desk can do once you have seen it happen, and counts the rest; once the drawer is empty, its last line counts them too.
After your first five minutes at the desk, each desk is set out in one of its other layouts, turned by the day: 14 across the three desks, such as a tower of textbooks, a pile of worksheets or tea gone cold, built only from what is already out of your drawer. Once a second desk is out, tap the desk you are on in the drawer to set it out fresh.
Trophies
22 trophies
Sign in and the ones you earn light up here and on your account.
Wrecking
- Crushed one into a ball
- Tore a sheet clean through
- Popped the keys off a calculator
- Snapped a ruler in two
- Watched a worksheet burn away
- Inked paper burned in the ink's colour
- Put a fire out with tea
- Red ink, everywhere
- Knocked the tea over
- Knocked an equation apart
- Made it rain worksheets
The desk
- Paper ball, straight in the bin
- The bin caught fire
- Fed the shredder
- Drew on the desk in chalk
- Erased the red
- Everything out of the drawer
- Every line in the Notebook
Afterglow
- Turned the lamp down low
- Let ten lanterns go
- Symbols joined into constellations
- Five quiet minutes
What players say
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From the changelog
What changed
StuStudios 2.2
- After your first five minutes, each Pencils Down desk opens in one of its other layouts, turned by the day, and the new Notebook writes a pencil line for each of the 36 things the desk can do.
Pencils Down, a desk to wreck
- Pencils Down: crush, rip, smash, burn and ink the worksheets and calculators of math class with seven tools, then turn the lamp down in Afterglow and let the paper float away as lanterns. Nothing is timed or scored.
Pencils Down went up on the arcade
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