Hue Sorting

Swap the middle tiles until the gradient runs smoothly.

Tap two middle tiles to swap them — build a smooth gradient between the two fixed end tiles.

How this game actually plays

What you are looking for

Hue Sorting gives you a row of tiles. The two ends stay fixed as anchors. The middle tiles are shuffled. Tap two middle tiles to swap them until the run from left to right looks like a smooth gradient. Check order marks tiles that are still in the wrong seat. You can keep swapping after a check; the ends never move. This is about relative steps between two given colors, not about naming those colors or matching a sample on the side.

How the difficulty moves

Early rounds use fewer middle tiles, so the slope is obvious. Later rounds add tiles, which means more places the gradient can kink. The rule does not change: still swap middles, still check, still fixed ends. A later round is harder because each extra tile is another chance to leave a step that is too large or reversed. Replay deals a new pair of anchors and a new shuffle, not a new mechanic.

What a score is

A round counts when Check order finds every middle tile in the true sequence between the two ends. The running score is how many of those checks you cleared. It is not a grade for your taste in palettes. If two neighboring tiles still look interchangeable on your panel, you may swap them into the mathematically wrong seats and still see a smooth ramp. That is a display limit, not a hidden third rule.

Common mistakes

People try to sort by lightness or by how loud a color feels, while the true key is hue along the path between the two locked ends. Another miss is ignoring a small reversal in the middle because the whole row already looks pretty. Check order is there to show those reversals. Fix the marked tiles instead of reshuffling at random. If you are stuck, compare each middle tile only to its two neighbors, not to the whole rainbow in your head. The two locked ends are the whole coordinate system. A marked tile after Check order is a seat that does not belong on that slope.

On this sitting

Everything in the middle has to sit on the path between the two locked ends, even if a tile would look nicer somewhere else. Swap a marked tile with a neighbor first, then check again, rather than scrambling the whole row. Longer rounds exist to multiply those seats, not to introduce a second scoring rule. If two middles still look identical, trust the check marks over your first impression and move on.

What changes as you play?

Endsstay fixed as anchors
Swapany two middle tiles
Checkmarks the tiles that are off

You are ordering a gradient, not naming the colors.

More tiles appear in later rounds, so the slope has more places to break.

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
Hue SortingBuild a smooth gradientEnd tiles stay fixed while you swap the middle of a gradient.Color ordering
Name That ColorPick a color nameYou pick a common English name, then see the expected answer.Color vocabulary
Complementary ColorFind the opposite hueYou pick the opposite hue, not a near match.Complementary relationships
Color StroopAnswer based on ink colorThe written word is a decoy; you name the ink.Handling word interference
Spot the DifferentFind one subtly different tileThe odd tile hides in a growing grid with a shrinking gap.Small color differences
Hue SortingColor ordering

Build a smooth gradient

End tiles stay fixed while you swap the middle of a gradient.

Name That ColorColor vocabulary

Pick a color name

You pick a common English name, then see the expected answer.

Complementary ColorComplementary relationships

Find the opposite hue

You pick the opposite hue, not a near match.

Color StroopHandling word interference

Answer based on ink color

The written word is a decoy; you name the ink.

Spot the DifferentSmall color differences

Find one subtly different tile

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

Explore all games

Keep looking closer.

View all