Poor Ted (also known as Trauma Ted) suffers from painful and chronic migraines. With the player’s help, he can get his medication and conquer the nasty headaches. The task involves navigating many unique mazes and manipulating objects in order to reach the desired painkillers. Trauma Ted defies the laws of physics and encourages unconventional methods of thinking in order to reach the relief that Ted desperately needs. Gameplay is very simple although puzzle difficulty does progressively increase. In consideration of additional factors (academic skills are not required, for example), Trauma Ted is recommended for kids six and older.
Adapting and adjusting to changing conditions and expectations.
Considering that the game does not follow all the rules of physics, the player has to stretch her mind and think unconventionally in order to successfully reach Ted's medication. For example, falling through the ceiling - from the floor - does not happen in real life, but certainly happens in Trauma Ted. In this instance, reaching something from above is best done by falling down - completely contradictory to a normal thought process. Being able to think "outside of the box” strengthens her ability to not only navigate mazes but to also use tools and objects in unique and sometimes complex ways. For example, blocks are often used to increase height, but other times they might be needed to form a barracade or function as a weight to hold a button down. Therefore, strategies that proved helpful in previous levels may be unavailable or even prove useless in another. Some levels even turn all the lights off and leave Ted with nothing but darkness. Naturally, her willingness to free her mind from traditional modes of movement and object interaction allows her to imagine new strategies and uses for tools, which is extremely important to making progress in Trauma Ted. Restricting the mind to black-and-white, conventional methods of thinking effectively halts progress and limits the player's ability to relieve poor Ted's pain. The unique nature of each level combined with new tools (and ways to use them) leaves no mercy for stale, traditional, or unimaginative thinking.
Developing a systematic approach for setting and achieving goals.
Within a level, not everything that is done can be undone. Perhaps she got Ted stuck in a hole or pushed a box into a corner, unable to manipulate it any further. Luckily, she can restart the level in these situations. However, she can avoid wasting time at repeated attempts with a little bit of forethought. Mapping out the steps she needs to take to reach the painkiller helps ensure each movement is meaningful and helps her reach her goal - not get further away from it. Knowing what she needs to do and where she needs to go is even more critical in the "Dark" levels (no lights!). Once past the introductory levels, the solutions are never easy and do not obviously reveal themselves. Taking time to list out steps (mentally or physically) helps mitigate the difficulty of the puzzles and also reduces error and frustration. Additionally, stars are earned based on the time it takes for her to beat a level, which makes the time-saving, error-reducing benefits of creating a strategy quite useful to earning maximum stars. Conversely, a failure to develop a game plan only results in more restarts, mistakes, and annoyance. And of course, less stars.
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