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A brain-training platformer. Ten worlds, ten skills, three lives.

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tap screen = jump · hold = breathe
← → move · SPACE jump (hold = breathe in) · P pause · M sound

TEN WORLDS, TEN SKILLS

1 · Focus

Focus Forest

Grab the bright orbs, skip the ones marked ✕. A Go/No-Go task: the game pushes you to act and you practice holding back. Inhibitory control is a core executive function.

Verbruggen & Logan (2008); Diamond (2013).
2 · Memory

Memory Meadow

A signpost flashes a shape pattern, hides it, then asks you to open the gates in that order while running and jumping. A sequence-span task (Corsi / Simon family) under dual-task load.

Corsi (1972); Baddeley (2012).
3 · Flexibility

Stroop Springs

Blocks show color words in the wrong ink; the rule flips every station between WORD and INK. You fight Stroop interference and pay a task-switch cost at each stop.

Stroop (1935); Monsell (2003).
4 · Timing

Rhythm Ridge

Jump pads launch you further when you press on the beat. Sensorimotor synchronization ties attention to time; rhythm practice is linked with sharper auditory attention and timing.

Repp & Su (2013); Tierney & Kraus (2013).
5 · Updating

Pattern Peaks

Gems stream past. Grab one only if it matches the gem before it (two before, at Tier 2). This is the N-back task, the most-studied working-memory updating exercise.

Kirchner (1958); Jaeggi et al. (2008).
6 · Spatial

Mirror Marsh

A sign shows a shape; three doors show it turned or flipped. Only a true rotation opens. That is the classic mental rotation task, a direct measure of spatial reasoning.

Shepard & Metzler (1971).
7 · Planning

Logic Lagoon

Hit numbered blocks to reach the target sum exactly. Go over and the station resets. Mental arithmetic plus look-ahead leans on working memory and planning in prefrontal cortex.

DeStefano & LeFevre (2004).
8 · Calm

Calm Caverns

Bridges only build while you breathe with the ring: four seconds in, six out, about six breaths a minute. Resonance breathing, the pace used in HRV biofeedback to settle the nervous system. No enemies.

Lehrer & Gevirtz (2014); Zaccaro et al. (2018).
9 · Reflection

Reflection Reach

Riddles with a tempting fast answer and a correct slow one. Pick a door. These are Cognitive Reflection Test items: they train you to notice the gut answer and check it.

Frederick (2005); Kahneman (2011).
10 · Timekeeping

Horizon Bay

A shoreline that runs from sunrise to sunset. At each tide gap you count seconds in your head with no clock in sight, then press jump. That is an interval-timing task: your internal clock, which leans on attention, dopamine and the cerebellum. The sea view is not decoration either: natural scenes lower stress on their own.

Buhusi & Meck (2005); Ulrich (1984); Bratman et al. (2015).

Action games have been shown to sharpen visual attention (Green & Bavelier, 2003). Synapse Run is a game for practice and fun, not a medical treatment.