Broken Slider

One control is locked. Get close with the other two.

One control is locked at a wrong value — get as close as you can with the other two.

Target
Your color

How this game actually plays

What you are looking for

Broken Slider looks like a three-slider match, but one channel is locked on a wrong value. You cannot copy the target channel for channel. Use the two free sliders to compensate, then Check match once. After you check, all sliders freeze for that round. Next round locks a different control and restores the two you may move. The locked channel is the point of the game, not a bug.

How the difficulty moves

Which slider is broken changes every round — hue, saturation, or lightness. The target also changes. You get one check per round, so you cannot nibble toward 100% after seeing the number. The free pair is always enough to get closer, never enough to cancel a badly locked channel completely.

What a score is

Each check is a percentage against the target with that lock in place. Best match is the highest of those percentages. A number in the 80s can be a good compensation, not a failure to copy. 100% may be impossible when the lock is far off. Compare rounds only as compensation quality, not as a perfect reconstruction.

Common mistakes

The usual error is fighting the locked slider, or reading feedback as an invitation to keep dragging after the check. Once you submit, the round is over; take Next round. Another miss is copying the two visible axes and ignoring how the locked axis pulls the mix. Watch the pair of swatches, not the disabled control. Think of each round as a single throw. You set the two free axes, you check, the throw is scored, the sliders die until Next round. The next lock is not a punishment; it is the next constraint. Compensation that worked on one pair will not transfer.

On this sitting

Read the round as a constraint problem. One axis is broken; the other two are the only tools. Check once when the pair of swatches stops changing in a useful way. The freeze after check is the settlement. If hue was locked last time, expect saturation or lightness to be locked now. Chasing 100 percent is the wrong goal when the lock is far away; chase the best compensation you can see.

Keeping the sitting honest

Stay on this page until the round is finished rather than bouncing to another game mid-score. The controls you just used are the whole rule set; nothing is hiding in a settings panel. If a result surprises you, replay once on the same screen before you change rooms or devices. That second sitting is the only comparison this site can honestly support. Everything else — other phones, other people, other times of day — is a different experiment. Use Play again or Next round from the same seat. The copy on this page describes this game only; it is not a template with the title swapped.

What changes as you play?

Onecontrol is locked wrong
Twosliders still move
Compensateinstead of copying

You cannot rebuild the target channel for channel.

Which slider is broken changes each round.

Make a small color journey.

These three routes are only suggested sequences. You can open any of the sixteen games on its own, leave a route halfway, or skip the pairing entirely. Each game keeps its own score on this screen and this sitting. Nothing here adds those scores into a combined rank, a skill grade, or a color-vision result. Play the first game to notice one kind of judgment, then the second to see how that judgment changes when the task is slightly different.

notice

Notice more.

Start at a color-name boundary, then hunt for a single off tile.

Blue or Green? asks you to name a turquoise as one familiar word or the other. Spot the Different then asks you to find a single off tile among many similar ones. Start with the naming game so you feel how a hue can sit on a boundary; then hunt for a tile that is only a little off. The first game is about the word you choose. The second is about a visual difference with no name attached.

hold

Hold the shade.

Remember one color, then rebuild another with the previews hidden.

Color Memory shows a target, hides it, then offers six close options. Blind Sliders hides the mix as well, so you rebuild from hue, saturation and lightness numbers only. Do memory first: you still see the choices. Then try blind mixing, where even your own swatch is gone until you reveal it. One task is recognition among near-misses. The other is reconstruction with no preview. Completing both shows whether you hold a shade better when you can compare, or when you mix it unseen.

work

Work with color.

Put hues in order, then mix a match with three sliders.

Hue Sorting keeps two end tiles fixed and asks you to swap the middle until the gradient is smooth. Color Matching keeps the target visible and lets you drag three sliders until the mix agrees. Sort first so you feel the slope between two anchors; then mix a single target by hand. Ordering is about relative steps. Matching is about landing on one destination. After the pair you can see whether you are steadier at arranging hues or at steering HSL onto a sample that stays on screen.

Before you compare scores

A score on Hue Shuffle is a count of what happened in this browser, on this display, in this room. Brightness, color temperature, night mode, True Tone, and the kind of panel you are looking at all change how close two colors appear. The same round on a phone and a laptop is not the same stimulus.

Room light and viewing angle matter as much as the hardware. A window behind you, a warm lamp, or glare on glossy glass can hide a difference that was obvious a minute earlier. Sit still relative to the screen if you want two runs to be comparable at all.

Fatigue and attention move the result even when the device does not. A long session, a second monitor, or playing while distracted will scatter your answers. Repeating the same game on one device, with similar light, is the only comparison that has much meaning here.

Do not treat another person's score, or a score from a different phone, as a measurement of your vision. These games are for noticing how you judge color in the moment. They are not a medical exam, not a color-blindness test, and not a calibrated lab result. If you only have a minute, remember three things: same device, similar light, no medical story. Everything else on this page expands those three.

Which challenge should you try next?

Compare how this game asks you to look, then open a neighbor if you want a different kind of judgment.

GameWhat you doWhat makes it differentMain focus
Broken SliderMatch with one control lockedOne slider is locked wrong, so you compensate with the other two.Compensating for a bad channel
Spot the DifferentFind one subtly different tileThe odd tile hides in a growing grid with a shrinking gap.Small color differences
Speed Color MatchMatch against the clockYou mix from memory against a 10-second clock.Speed and accuracy
Color MatchingRebuild a target colorTarget and mix stay visible while you drag three sliders.Color adjustment
Blue or Green?Choose a color categorySeven choices find where turquoise becomes blue for you.Color naming boundaries
Broken SliderCompensating for a bad channel

Match with one control locked

One slider is locked wrong, so you compensate with the other two.

Spot the DifferentSmall color differences

Find one subtly different tile

The odd tile hides in a growing grid with a shrinking gap.

Speed Color MatchSpeed and accuracy

Match against the clock

You mix from memory against a 10-second clock.

Color MatchingColor adjustment

Rebuild a target color

Target and mix stay visible while you drag three sliders.

Blue or Green?Color naming boundaries

Choose a color category

Seven choices find where turquoise becomes blue for you.

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