
SillyHoof
Draw a horse, name it, and turn your sketch into a jumping competitor. SillyHoof tests rhythm and timing against a rising fence. Your drawing changes how the horse looks; success depends on when you jump.
Start in free practice. Count 4, 3, 2, 1 with the hoofbeats, then tap once on the next beat. If you keep jumping early, finish saying “one” before tapping. If you jump late, prepare your finger near JUMP before the countdown ends. Change one thing at a time; repeated tapping makes it harder to learn which moment worked.


