BfB Labs

1. A game that has been successfully funded by Indiegogo, Champions of the Shengha is nothing like I have ever seen before. This is just truly amazing idea. Where did this idea come from?

We're glad you think it's so unique. There's a few places it came from: 1) We wanted to make use of the awesome potential of biofeedback and new technology to make gaming a much more immersive, richer experience. 2) All games teach you to master a skill - for example problem solving, strategic thinking, creativity etc. We thought it would be great if that skill could be about mastering your emotions and focus under the serious pressure of a duel - and that ties in really well with the biofeedback element.

2. The game requires a sensor (or the Magic Transmitter) to play the game. To control the game with our emotions is just genius idea. The Magic Transmitter is a new innovation and might even change the way we actually play games. The possibilities are infinite. It can enhance the VR experience if integrated with a VR device! Can you explain how this transmitter works?

Sure! So the Magic Transmitter connects to your device via Bluetooth. It clips on to your ear lobe and measures your heart rate, which is then converted into something called heart rate variability (HRV). In the game you collect Magic Power, which you need to cast your cards and win duels. The better you can control your HRV, the more Magic Power you get, the better a spellcaster you become.

3. There are many great card games, the AAA titles like the Hearthstone and the newly-released Elder Scrolls Legends. These are primarily the competitors in this genre. But CoS is different. The core of the gameplay is to control your emotions. What other things make the game different from the traditional ones?

Yes, we love CCGs and are (of course) inspired by some of those top titles. I guess for us, the fact that you control the game with your body and mind is the key thing that makes this a totally different playing experience. It’s like casting real magic spells! But there are some other unique touches: it's real-time rather than turn based, there are three tribes of magic to join, all the artwork is beautifully drawn by our in house artists, you can power up cards in the Card Forge area and it all takes place in the imagined world of the Shengha Temple.

4. BfB labs are not like other game companies. It is primarily focused on improving mental health of young people. How can gamification help in the process?

We are first and foremost a gaming company. Our priority is to design a game that is genuinely fun to play. And that's also how 'gamification' can help: if you enjoy doing something you're more likely to do it. We know gaming can be a great way to develop yourself, to stimulate learning and to get regular practice: and so we're applying that methodology to mastering your emotions and learning emotional regulation techniques.

5. For our techie readers, can you mention the engine the game runs on? How did that choice help in the development later? Also, can we expect a PC/Mac/Linux version for the game?

We built the game using Unity - we rate it as a well-known and efficient games engine that can publish to both mobile platforms.

6. The game was released just a week before. How is the game doing? Any advice for new indie game devs trying to enter the industry?

The game is actually officially launching on the 8 August! Our biggest advice would be: test everything. We've spent loads of time testing the game and concepts with players and our awesome beta community. It meant we could really understand what makes players tick, what they love, what they don't love so much and iterate the game around them. We've done exactly the same thing with our communications and launch planning: test, test, and test.

Note from INGARE: Thank you BfB labs for letting us talk about CoS. You guys have worked really hard to do all this. We haven't received such co-operation from any other game developers. Thank you!