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I spent around 20–30 minutes doing runs, and my best was 8/9. I started out getting about three, then started reaching six pretty consistently after reading the controls. Getting from there to eight took some focused attempts, so there’s definitely a challenge here that kept me coming back.

The first thing I’d improve is the introduction. I had to go back to the page to understand the premise, controls, and objective. A quick explanation before the timer starts.

nine villagers sixty seconds dash through them to kill

Along with the movement and double-jump controls would help the first few attempts feel more purposeful.

The controls themselves were responsive, but the movement felt fairly neutral to me. I didn’t get much sense of the character’s weight, momentum, or personality while moving around. I’d like to feel more of the werewolf in the way it jumps, dashes, hits a target, and lands. More expressive poses and impact feedback could help with that while keeping the controls immediate.

I liked that the level itself was the main obstacle. Learning how to get around it became a big part of improving my score.

The trees were one place where I wanted more route options, though. Getting past one seemed to mean going over the top, even with space visually suggested around the trunk. Having high, middle, and low routes through parts of the map could give players more choices about target order and whether a difficult shortcut is worth attempting with the clock running.

The visuals have a cool style, although I honestly wouldn’t have recognized the character as a werewolf without reading the page. A more recognizable silhouette or some distinctly wolf-like movement could help communicate that during play. The music and sound effects worked well for me, and the mix felt appropriate throughout.

Getting so close to nine definitely gave me that urge to try again. I’d be interested in seeing that challenge developed further through more expressive movement and additional ways to navigate the level.