Story
In a quiet and relaxing environment the player observes animals in a clearing and feeds them.
Feedback
| Positive feedback | Negative feedback |
|---|---|
| The animal moves towards the feeding spot | The animal moves away from the feeding spot |
| Food is provided | Food is taken away |


Feedback process
The feedback is shown through the progress of the game, which is linked to the brain bar and the progress bar (see Brain HUD).
If the selected factors are in the desired range, the brain bar fills up directly and without delay. If they are not, the brain bar drops until it is empty. When the brain bar is completely full, the player is rewarded with a maximum event.
The progress bar is linked to the brain bar. If the brain bar stays in the positive range for a selected period of time, the progress bar builds up. When the progress bar is full, the player is rewarded with a special event. Similarly, if the brain bar stays in the negative range for a longer time, the progress bar fills up in the negative range until a special event informs the player.
| Positive feedback | Negative feedback |
|---|---|
| The animal stays at the feeding spot and starts eating | The animal stays away from the food and it starts raining |


Application, combination and typical reactions
This game is suitable for clients of all ages. It works as an introduction to the training and as a second component for winding down. The optimal duration is between 5 and 10 minutes, but it can be adapted as needed. Reaching a certain score or development stage sets a clearly defined end.
Feeding Animals combines well with listening to music, as the game itself is kept clear and does not offer too many stimuli. However, music can impair concentration and make the game more difficult.
| When in training | Combination with different feedback |
|---|---|
| Start or first half | Music (possible but not necessary) |
Gameplay, shop and upgrades
The more often the animal is fed during a game, the faster it grows through its three development stages. During the game the player collects coins whenever the feedback is positive. The coins unlock new animals.

Coin currency: 100 blue coins = 1 gold coin, 100 gold coins = 1 ruby. See Neuro Player System.
Shop – animals: new characters, such as a raccoon, can be unlocked with coins.

Progress bar: to advance on the progress bar, the food basket has to be lowered and the animal fed. Each intermediate goal is shown by the animal growing.

Philosophy and background
By consciously reducing external stimuli, Feeding Animals is well suited for training calm focus. The client learns to stay focused and maintain attention even when not much is happening or when thoughts start to wander off.