Gold of Mine
Contingent feedback makes the character move when all thresholds are met.
Continuous feedback makes the coins change their size. When the brain does well, the coins are bigger and score more points.
Sustainment if sustain more than 1 second the character moves faster.
Keep the geyser above the level for some period. Success will move you to the next level.
Contingent feedback makes the geyser go up. If targets are not met, the geyser will be at the 0 level.
Continuous feedback will determine how high the geyser reaches based on how well the brain is doing.
Sustainment moves the game to the next level. The height must be sustained for 3 seconds for the first level.
A kind of meditation game. Can be used with EO alpha (e.g. at temporals)
Contingent makes the flower change in size if targets are met
Continuous changes the size of the flower.
Sustainment sparkles are seen as the brain is able to sustain the state.
The end of play gives a score of the overall achievement after the round (default of 1 minute). Then you can begin another round. The duration of the round can be set up to 5 minutes.
Contingent feedback makes the rocket go up. It falls when targets are not met.
Escape from Bones Island
This is a challenging game with 10 levels. At each level you have to run away from the skeleton. Do not let it catch you! If you get caught, you love a life. If you lose 3 lives you lose the game. Then start the game again from Level 1.
Contingent makes the character go or stop
Continuous make her go faster or slower
Sustainment makes the purse glow which makes the skeleton move back to the beginning of the screen.
The skull is controlled by inhibits, so it is necessary for the protocol to have both rewards and inhibits.
Level 1: forest in the morning; Level 2: forest at sunset; Level 3: forest at night