Color Stroop

Name the ink. Ignore the word.

Pick a time mode, then press Start. The timer and scoring begin only after you start — switching modes here does not count as a round.

How this game actually plays

What you are looking for

Color Stroop shows a color word printed in a different ink. Ignore the word. Name the ink by tapping one of four color names. There are ten questions after you press Start. You may pick No limit, five seconds, or three seconds before you start. Until you start, changing the mode does not score and does not run a timer. After Start, each answer or timeout counts once, then you go to the next word.

How the difficulty moves

The rule never changes: ink, not word. A tighter timer only shortens how long you may look. Switching mode in the middle of a run starts a new ten-question sitting so an old timer cannot leak into a new mode. The decoy word is there on every item; later items are not a different game, just another clash between name and ink.

What a score is

The score is correct ink names out of ten in the mode you started. A timeout counts as a miss for that item. It measures whether you can override reading under that time pressure on this screen. It is not a clinical Stroop battery and not a diagnosis of attention. Compare only with another ten on the same device and the same mode.

Common mistakes

The trap is reading the word because reading is automatic. Look at the ink as a patch, then find that name in the buttons. Another miss is opening the page and waiting — older builds started the clock immediately. Now nothing is scored until Start. If you change 5s to 3s after a few items, expect a fresh ten, not a continuation. The prep line on the board is there so you can sit with the page open. Leave it as long as you want. Play again is a new sitting in the same mode, not item eleven.

On this sitting

Start is the contract: nothing before it counts, including a mode you clicked out of curiosity. Once the ten are running, answer with the ink as if the letters were a texture. A timeout is a miss for that item only. If you need a pause, finish the ten or press Play again rather than leaving a live timer in the background. Mode changes mid-run reset the ten so a leftover 5s clock cannot punish a 3s choice.

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?

Tenink questions
Wordis a decoy
Modeschange the pace

The written name and the ink color disagree on purpose.

A faster mode does not change the rule. It only shortens how long you may look.

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
Color StroopAnswer based on ink colorThe written word is a decoy; you name the ink.Handling word interference
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
Hue SortingBuild a smooth gradientEnd tiles stay fixed while you swap the middle of a gradient.Color ordering
Spot the DifferentFind one subtly different tileThe odd tile hides in a growing grid with a shrinking gap.Small color differences
Color StroopHandling word interference

Answer based on ink color

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

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.

Hue SortingColor ordering

Build a smooth gradient

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

Spot the DifferentSmall color differences

Find one subtly different tile

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

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