Fernwood · a Waterways course, v2 · attentional switching
the rule flips, calmly · water it, or keep it dry · all signals simulated
RULE: WATER
RULE SWITCH
Focus signal (simulated) · your calm line
settling in
Puzzle
1
Switch lag
–
Adapted
0/3
Calm time
0%
Correction
0%
Designer / test controls
The focus value is a simulation of an EEG-derived estimate. It shapes light and sound only and never changes the puzzle. Keyboard: arrow keys move, Space or Enter turns.
Fernwood
One fern, one rule at a time. Under WATER, lead the current to the cued fern. When the rule calmly switches to KEEP DRY, that same fern must now stay dry — the old route is still feeding it, so you'll need to divert the flow at the stone the light lands on. The layout barely changes; what changes is what counts as correct. There's no rush and no timer — switches arrive at a calm, unhurried pace, and nothing can break.
First we take a short calm baseline, then your steadiness sets a personal line. Staying above it warms the light and quickens the water. The focus signal is simulated here for testing; in the product it comes from an EEG headband and never touches the puzzle itself.
What's new for L3 (attentional switching), on top of the shared engine: each puzzle has one fern and one rule — WATER or KEEP DRY — that calmly flips after you've satisfied it. When it flips to KEEP DRY while the fern is still wet, the upstream stone currently feeding it lights up softly, marking where the diversion actually happens; nothing forces you to use it, it's a nudge like L1's stall-assist. A puzzle is solved after adapting to three switches in a row, not on a single satisfaction — a design choice made here, not something the source material specified. The real signal is switch cost: the lag and extra turns right after a flip, shown in the HUD, compared against how steadily you'd otherwise be turning stones. Correction, calm time, the focus signal as a secondary layer, and everything else from L1 carries over unchanged.