Thrust Vehicle
playablethrust_vehicle · physics · tuner.formula
Concept: Acceleration
Player does: Set thrust so velocity hits the target at the checkpoint
Breaks: Zero velocity means zero acceleration
Acceleration is the rate velocity changes, so an object can have zero velocity while still accelerating, like at the top of a toss.
★ Formula Engine
playableformula_engine · physics · tuner.formula
Concept: Newton's 2nd law (and any formula)
Player does: Same push on different masses; set the force that hits the target acceleration
Breaks: A constant force produces constant speed
A constant net force produces constant acceleration, not constant speed, since F = ma.
Collision Arena
playablecollision_arena · physics · tuner.formula
Concept: Momentum conservation
Player does: Set mass or speed so the post-collision motion hits the target
Breaks: Momentum is lost in collisions
Total momentum is conserved in a collision; what looks lost has transferred between the colliding objects.
Force-Time Shield
playableforce_time_shield · physics · tuner.formula
Concept: Impulse
Player does: Stop the boulder with a short hard shield or a long soft one
Breaks: Stopping force depends only on speed, not stopping time
Impulse equals force times time, so stretching the stopping time over a longer duration reduces the force needed.
Height Bank
playableheight_bank · physics · tuner.formula
Concept: Gravitational PE
Player does: Choose the ledge height that banks exactly enough energy
Breaks: PE depends on the path taken
Gravitational potential energy depends only on height above the reference, not on the path taken to get there.
Force Path
playableforce_path · physics · tuner.formula
Concept: Work
Player does: Push at an angle; only the component along the path counts
Breaks: Any force on a moving object does work
Work is done only by the force component along the direction of motion; a perpendicular force does no work.
Surface Strategy
playablesurface_strategy · physics · tuner.formula
Concept: Friction
Player does: Pick the surface coefficient that stops the sled on the pad
Breaks: Friction depends on contact area
Friction force depends on the normal force and the surfaces' coefficient, not on the contact area.
Catapult Range
playablecatapult_range · physics · tuner.formula
Concept: Projectile motion
Player does: Set the angle to clear the wall without landing in the lava
Breaks: Horizontal speed slows during flight
Without air resistance, a projectile's horizontal speed stays constant; only its vertical speed changes under gravity.
Flow Restrictors
playableflow_restrictors · physics · tuner.formula
Concept: Resistance, Ohm's law
Player does: Choose the resistor that sets the bulb to target brightness
Breaks: More resistance means more current
By Ohm's law, more resistance at a fixed voltage means less current, not more.
Wave Generator
playablewave_generator · physics · tuner.formula
Concept: v = fλ
Player does: Tune the frequency so the wavelength fits the chamber
Breaks: Raising frequency raises wave speed
Wave speed is set by the medium; raising frequency shortens the wavelength instead of increasing the speed.
Resonance Breaker
playableresonance_breaker · physics · tuner.optimize
Concept: Resonance
Player does: Drive the oscillator at the frequency that shatters the crystal
Breaks: Pushing harder always makes bigger oscillations
Oscillation amplitude grows largest when the driving frequency matches the system's natural frequency, resonance, not just from pushing harder.
Wave Bridge
playablewave_bridge · physics · tuner.oscillator
Concept: Superposition, interference
Player does: Set the second wave's phase so the sum flattens into a path
Breaks: Two waves always make a bigger wave
Superposition can produce destructive interference, where waves cancel instead of adding to a bigger wave.
Light Bender
playablelight_bender · physics · tuner.formula
Concept: Refraction (Snell's law)
Player does: Angle the beam so it bends through the water onto the sensor
Breaks: Light bends away from the normal entering water
Light slows and bends toward the normal when entering a denser medium like water, not away from it.
Gas Balloon
playablegas_balloon · physics · tuner.formula
Concept: Ideal gas law
Player does: Heat the balloon until lift reaches the ledge
Breaks: Gas pressure doesn't depend on temperature
By the ideal gas law, pressure rises with temperature at fixed volume, so temperature and pressure are directly linked.
Half-Life Vault
playablehalf_life_vault · physics · tuner.formula
Concept: Radioactive decay
Player does: Set the wait so exactly the target fraction remains
Breaks: After two half-lives it's all gone
Each half-life halves the remaining amount, so after two half-lives a quarter remains, not zero.