Mind Combat vs Gwakkamole
Price, ratings, monetisation and update history for both games, side by side — with what reviewers say about each.
Mind Combat
Engage in a fast-paced action game where you use your mind and finger control to defend Earth from meteorites. Gather ammo by focusing or meditating, then use weapons to defeat incoming waves and a final boss. Explore diverse scenes and unlock new weapons as you progress.
- Brainwave and finger control gameplay
- Focus/meditation for ammo and shields
- Weapon selection and aiming
- Fast-paced combat
- 40+ levels and 10+ weapons
- Boss challenges
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==IMPORTANT NOTE== This App is compatible with the following devices: BrainLink BrainLink (International Version) Mindwave Mobile Intro: Use your mind, save the Earth! Stay calm and focus, open up the shield to protect the Earth from meteorite in space. It is a fast-pace hand-brain action pack with 40+ levels, 8 different weapons and final boss challenge. As the game progress, more waves of meteorite attack. Features: Brainwave interaction combine with finger control Use focus/mediation to gather ammo for weapons Select weapons, aim, and launch it to the enemies Fast intensive game-play 4 main scenes, 40+ level, 10+ weapons and rewards Switch between Focus/Meditation modes Meditate to open shield to block attacks Final boss ultimate challenge
Gwakkamole
This game trains inhibitory control, a key executive function, through engaging gameplay. Players must quickly identify and smash specific targets while avoiding others to improve cognitive skills. It's part of a research-backed suite developed by leading universities.
- Inhibitory control training
- Executive function development
- Engaging target-smashing gameplay
- Research-backed cognitive training
- Part of Smart Suite
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Gwakkamole is a game designed to train inhibitory control, a subskill of executive functions. Inhibitory control involves being able to control one’s attention, behavior, thoughts, and/or emotions to override a strong internal predisposition or external lure, and instead do what’s more appropriate or needed (Diamond, 2013). Players need to smash avocados that have no hat or that tip their hat but avoid smashing avocados with spiky hats or with electric hats. How does this support learning? Executive functions refer to a set of top-down, goal-oriented cognitive processes that enable people to control, monitor and plan behaviors and emotions. Miyake and Friedman’s model supports a unity-and-diversity view of EF in that it incorporates the three distinct but related components of EF: inhibitory control, task-switching and updating (Miyake et al., 2000). What is the research evidence? Our research suggests that Gwakkamole is an effective way to train inhibitory control. Homer, B.D., Ober, T., Rose, M., MacNamara, A., Mayer, R., & Plass, J.L. (2019). Speed Versus Accuracy: Implications of Adolescents' Neurocognitive Developments in a Digital Game to Train Executive Functions. Mind, Brain, and Education, 13(1), 41–52. DOI: 10.1111/mbe.12189 Research has found that EF is related to performance in literacy and math along with long-term gains in school performance and academic readiness (Blair & Razza, 2007; Brock, Rimm-Kaufman, Nathanson, & Grimm, 2009; St Clair-Thompson & Gathercole, 2006; Welsh, Nix, Blair, Bierman, & Nelson, 2010) and that disparities in EF among preschool children from low-income versus high-income homes may contribute to the achievement gap (Blair & Razza, 2007; Noble, McCandliss, & Farah, 2007). This game is part of the Smart Suite, created by New York University’s CREATE lab in collaboration with the University of California, Santa Barbara, and The Graduate Center, CUNY. The research reported here was supported by the Institute of Education Sciences, U.S. Department of Education, through Grant R305A150417 to the University of California, Santa Barbara. The opinions expressed are those of the authors and do not represent views of the Institute or the U.S. Department of Education.
Screenshots
Verdict
The clearest difference is review sentiment: Gwakkamole at 80% against Mind Combat's 0%. Gwakkamole also leads on rating (4.8 vs 3.0) and ratings volume (14 vs 2). Mind Combat's advantage is update cadence (every 5 months vs every 39 months) and iOS requirement (7.0 vs 12.0). On price, ads, in-app purchases and monetization model there is nothing between them.
Scored on Price · Rating · Positive reviews · Number of ratings · Update frequency · Ads · In-app purchases · Monetization · Best chart rank · Devices · Requires iOS
Both are free to download. Neither carries in-app purchases, so what you see is what you pay.
Gwakkamole holds the better App Store score, 4.8 against 3.0. That said, the two scores are not equally well evidenced: Gwakkamole has 14 ratings behind it against 2, so its average is the more settled of the two. Written reviews point the same way: 0% of Mind Combat's written reviews are positive against 80% of Gwakkamole's.
Mind Combat ships an update every 5 months, Gwakkamole every 39 months. The most recent releases landed on November 1, 2026 and November 2, 2026 respectively.
| Parameter | Mind Combat | Gwakkamole |
|---|---|---|
| Price | Free | Free |
| Rating | 3.0 (2 ratings) | 4.8 (14 ratings) — better |
| Positive reviews | 0.0% of reviews | 80.0% of reviews — better |
| Number of ratings | 2 | 14 — better |
| Update frequency | Every 5 months — better | Every 39 months |
| Ads | No | No |
| In-app purchases | No | No |
| Monetization | Free | Free |
| Devices | iPhone, iPad, iPod | iPhone, iPad, iPod |
| Requires iOS | 7.0 — better | 12.0 |
| Further details — not scored | ||
| Size | 190 MB | 169 MB |
| Age rating | 4+ | 4+ |
| Developer | Shenzhen Macrotellect Limited | New York University |
Customer experience
Mind Combat
Gwakkamole
In-app purchases
Mind Combat
No in-app purchases
Gwakkamole
No in-app purchases
Questions
Is Mind Combat free?
Is Gwakkamole free?
Which has better reviews, Mind Combat or Gwakkamole?
Do Mind Combat or Gwakkamole have ads?
Which is updated more often, Mind Combat or Gwakkamole?
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