Tap the colour, ignore the word — your own matching trials are the baseline, so you find out exactly how many milliseconds the word steals from you
Tap the COLOUR of the word
Reloading mid-round voids it — a millisecond score cannot be honestly restored
Keyboard: 1–6 to answer, space to pauseCore rule: a colour word appears and you tap the colour it is PRINTED in, never the colour it names. Roughly 70% of trials clash and 30% match. The matching trials are your personal baseline — they decide how the interference cost is computed — so they are never free points.
Difficulty and end mode: choose two keys (just match or clash), four colours (the default: red, blue, yellow, purple, no green) or six colours with flips (adds green and orange, reshuffles the keys every trial, and every 4th trial demands you answer by the word's MEANING instead). Difficulty is fixed for the whole round. End it either on three lives or on a 45-second sprint where a miss only resets your combo. Best scores are stored separately per combination and never compared across them.
Scoring and the clock: a correct answer scores 100 plus a speed bonus (the more of the limit you leave unused, the bigger) plus a combo bonus of 10 per consecutive hit, capped at 100. Every 5 cumulative correct answers cuts the per-trial limit by 300ms, so the four-colour board walks from 2400ms down to a 1200ms floor. The two warm-up trials get a roomier limit, and on your very first round the first mistake is forgiven.
Interference cost and badges: interference cost = mean reaction time on clashing trials minus mean reaction time on matching trials, in milliseconds. Because your own trials are the baseline, a fast or slow tapping hand cancels out — what is left is how long the word's meaning held you up. Five badges: 60ms or less, 61–140, 141–240, 241–380 and above 380. This is a scale we made up for fun, not a distribution of real players, and it cannot screen or diagnose anything. Fewer than 4 correct trials of either kind and the number stays locked — we would rather say so than invent a figure.
Daily challenge and pass-the-phone: the daily is a fixed 20-trial board with a fixed limit and no lives, derived from today's date right inside your browser, so everybody who plays on the same day plays the same board with no network calls at all. Replaying the same day never overwrites your saved result. A contest takes 2–8 players sharing one board by default; each handover walks through hand it to X, I'm X, and ready — the clock only starts on that third tap. Final ranking goes by most correct, then smaller interference cost, then faster mean reaction.
Accessibility and colour vision: the default palette deliberately leaves green out so red and green never share a screen. The colour-vision-friendly mode swaps in the highest-separation set (blue, orange, pink-purple, yellow), gives every key a distinct texture and a neutral-toned colour label, and forces the six-colour board down to four. This kind of game depends on telling colours apart, so it can never be fully accessible — we do what can honestly be done and store those scores in their own bucket.
Judging and edge cases: a trial accepts exactly one valid input; the keys lock the moment you answer, and taps during the feedback and hand-over window are discarded without scoring, costing a life or skipping ahead. A tap within 120ms of the word appearing counts as a false start and is discarded too. Answers near the deadline are judged purely on your measured reaction time, so a tap that landed in time is never called a timeout. Backgrounding the tab pauses the round and re-deals the trial you were on. Reloading mid-round voids that round: a millisecond-timed score cannot be honestly restored, and a fake resume would be worse than an honest reset.
⚠️ For entertainment only. This is not a psychological or medical assessment and the result cannot be used for any screening, evaluation or diagnosis. Touch latency, your screen and your current state all move the number.
Last updated: 2026-08-26 · Saved on this device only