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Jumper

A calm jumping game in which positive feedback builds up energy so the jumper climbs to the top.

Plan
Premium
Duration
10 min
Controller
Not needed
Good for
All ages, as a calm start or for winding down. Combines well with music, though music can make the game harder.
Jumper

Story

In front of exciting worlds, the player fights their way to the top and collects various items and coins along the way.

Feedback

Positive feedback Negative feedback
The screen is bright The screen darkens
The camera zooms in on the jumper The camera moves away from the jumper
The jumper builds up energy to jump The jumper does not build up energy to jump

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.

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 jumper jumps into the air and lands on a higher box The screen darkens and no jumping energy is built up

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 building block for winding down. The optimal duration is about 10 minutes, but it can be adapted as needed.

Jumper 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

Every jump collects coins. With these coins the player unlocks new characters and backgrounds and buys new shoes for the jumper, which increase the jump height.

Coin counter

Coin currency: 100 blue coins = 1 gold coin, 100 gold coins = 1 ruby. See Neuro Player System.

Shop – characters: many different characters can be unlocked with the collected coins.

Jumper shop with characters

Shop – backgrounds: different backgrounds can also be bought in the shop.

Shop – boots: different shoes with special abilities are available:

  • Pegasus shoes: additional wings increase the jump height even more.
  • Power shoes: the jump height doubles in number of blocks.
Jumper shop with backgrounds and boots

Progress bar: the more points are collected, the more the progress bar fills up. Each stage gives a bonus of more points per jump, so keeping going pays off.

Jumper progress bar

Philosophy and background

By deliberately reducing external stimuli, Jumper is well suited for practising calm focus. The client learns to stay focused and maintain attention even when not much is happening or when thoughts tend to wander off. Unlocking new items is an additional motivator.