Gear Ratio Gate
playablegear_ratio_gate · math · tuner.formula
Concept: Ratios & proportion
Player does: Set gear tooth counts so the portcullis rises at the target speed
Breaks: Ratios scale by adding the same amount
A ratio scales by multiplying both parts by the same factor, never by adding to them.
Percent Shop
playablepercent_shop · math · tuner.formula
Concept: Percent change
Player does: Apply successive markups and discounts to hit an exact price
Breaks: −20% then +20% returns to the start
Successive percent changes multiply, so a 20% drop and a 20% rise do not cancel.
Graph Terrain
playablegraph_terrain · math · tuner.curve
Concept: Slope & intercept
Player does: Tune m and b so the ramp meets the ledge
Breaks: Slope is run over rise
Slope is rise over run, the vertical change divided by the horizontal change, not the other way around.
Projectile Architect
playableprojectile_architect · math · tuner.curve
Concept: Quadratics (standard form)
Player does: Tune a, b, c so the arc threads the rings
Breaks: c changes how wide the parabola is
In standard form the leading coefficient a controls the parabola's width, while c only shifts the y-intercept.
Move the Arc
playablemove_the_arc · math · tuner.curve
Concept: Vertex form
Player does: Drag h, k, a to move the parabola onto its target
Breaks: (x − 3)² shifts the graph left
In vertex form, (x − h)² shifts the graph right by h, so (x − 3)² shifts right, not left.
Reverse Growth
playablereverse_growth · math · tuner.formula
Concept: Logarithms
Player does: Choose how many doublings reach the target population
Breaks: A logarithm is division
A logarithm answers how many times to multiply by the base to reach a value; it is the inverse of exponentiation, not division.
Mirror Angles
playablemirror_angles · math · tuner.formula
Concept: Reflection angles
Player does: Set mirror angles so the beam hits the crystal
Breaks: Light bounces straight back off any mirror
Light reflects so the angle of incidence equals the angle of reflection, not straight back unless it hit head-on.
Pythagoras Bridge
playablepythagoras_bridge · math · tuner.formula
Concept: Pythagorean theorem
Player does: Cut the plank that spans the diagonal gap
Breaks: The hypotenuse is a + b
The hypotenuse's length is the square root of a² + b², not the simple sum of the legs.
Scale Shifter
playablescale_shifter · math · tuner.formula
Concept: Similarity; square-cube law
Player does: Grow ray: double your size, 8× your weight, too big for the gap
Breaks: Doubling length doubles volume
Volume scales with the cube of linear size, so doubling length multiplies volume by eight, not two.
Volume Pour
playablevolume_pour · math · tuner.formula
Concept: Volume
Player does: Fill differently shaped tanks to the same volume
Breaks: The taller container holds more
Volume depends on the full shape, not just height, so a shorter but wider container can hold more.
★ Phase Gate
playablephase_gate · math · tuner.oscillator
Concept: Period
Player does: Dial the period so the vault rings lock
Breaks: A bigger b makes the period longer
The period of sin(bt) is 2π/|b|, so a bigger b squeezes the wave and shortens the period.
Pulse Matcher
playablepulse_matcher · math · tuner.oscillator
Concept: Frequency
Player does: Match pulses per second to the beacon
Breaks: Frequency and period are the same number
Frequency is the reciprocal of the period: cycles per unit time, not time per cycle.
Oscillation Reach
playableoscillation_reach · math · tuner.oscillator
Concept: Amplitude
Player does: Set the swing so the platform just touches each checkpoint
Breaks: Amplitude is peak-to-trough
Amplitude is the distance from the midline to a peak, half of the full swing.
Wave Alignment
playablewave_alignment · math · tuner.oscillator
Concept: Phase shift
Player does: Slide one wave in time until the peaks align
Breaks: sin(x + π/2) shifts right
Adding inside the argument shifts the graph left, because each output now happens earlier.
Arc Builder
playablearc_builder · math · tuner.formula
Concept: Arc length s = rθ
Player does: Lay rope along the rim; the angle is arc ÷ radius
Breaks: An angle's radian measure depends on the circle's size
Radian measure is arc length divided by radius, so it is the same for any circle.
Peak Efficiency
playablepeak_efficiency · math · tuner.optimize
Concept: Optimization
Player does: Tune the parameter to maximize the machine's output
Breaks: The max is always at an endpoint
An optimum can occur at a critical point in the interior, not just at an endpoint of the domain.
Linked Machines
playablelinked_machines · math · tuner.formula
Concept: Related rates
Player does: Set how fast the radius grows so volume rises at the target rate
Breaks: Linked quantities change at the same rate
Related quantities change at rates connected by the chain rule, which usually differ rather than match.
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.
Particle Crates
playableparticle_crates · chemistry · tuner.formula
Concept: The mole
Player does: Pack particles into standard crates; convert grams to crates
Breaks: A mole of anything weighs the same
A mole is a fixed count of particles, so its mass depends on the substance's molar mass, not a fixed weight.
Titration Drip
playabletitration_drip · chemistry · tuner.formula
Concept: Titration
Player does: Stop the burette at the equivalence point
Breaks: The equivalence point is always pH 7
The equivalence point's pH depends on the acid and base strengths involved, and is only 7 for a strong acid–strong base pair.
Energy Pyramid
playableenergy_pyramid · biology · tuner.formula
Concept: Energy flow (≈10% rule)
Player does: Size each trophic level from the energy passed up
Breaks: Energy is recycled like matter
Energy flows one way through an ecosystem and is mostly lost as heat at each level, unlike matter, which cycles.
Network Compression
playablenetwork_compression · engineering · tuner.formula
Concept: Equivalent resistance
Player does: Collapse the resistor network; predict the single equivalent
Breaks: Parallel resistors add up
Parallel resistors combine by reciprocal sum, which always gives a smaller equivalent resistance than any branch, not a sum.
Capacitor Reservoir
playablecapacitor_reservoir · engineering · tuner.formula
Concept: RC charging
Player does: Choose the wait so the capacitor reaches 63% (one τ)
Breaks: Capacitors charge linearly
A capacitor charges exponentially, approaching its final voltage faster at first and more slowly over time.
Dosage Calculator
playabledosage_calculator · health · tuner.formula
Concept: Dosage calculation
Player does: Recompute the pharmacist's dose from weight and concentration
Breaks: Every patient gets the same dose
Safe dosing scales the drug's amount to the patient's weight and the concentration on hand, not a flat number.
Price Shock
playableprice_shock · economics · tuner.formula
Concept: Elasticity
Player does: Change the price to hit target revenue given elasticity
Breaks: Raising prices always raises revenue
Whether a price rise raises revenue depends on the good's elasticity, since demand may fall enough to offset the higher price.
Opportunity Fork
playableopportunity_fork · economics · tuner.optimize
Concept: Opportunity cost
Player does: Split a fixed budget between two upgrades; name what you gave up
Breaks: Free things have no cost
Opportunity cost is the value of the best alternative given up, which exists even when no money changes hands.
Two-Nation Trade
playabletwo_nation_trade · economics · tuner.optimize
Concept: Comparative advantage
Player does: Allocate workers in two nations, then trade to beat going it alone
Breaks: A country better at everything gains nothing from trade
Comparative advantage means both countries can gain from trade by specializing where their relative opportunity cost is lowest, even if one is better at everything.
Purchasing Power World
playablepurchasing_power_world · economics · tuner.formula
Concept: Inflation
Player does: The same coins buy less each year; compute the real price
Breaks: Inflation raises every price by the same percent
Inflation is an average across goods; individual prices rise by different amounts, some more and some less.
One More Unit
playableone_more_unit · economics · tuner.optimize
Concept: Marginal thinking
Player does: Produce until marginal benefit meets marginal cost
Breaks: Decisions depend on totals, not margins
The best decision compares the marginal benefit and marginal cost of one more unit, not the totals.
Crowded Factory
playablecrowded_factory · economics · tuner.optimize
Concept: Diminishing returns
Player does: Add workers until the next one adds less than she costs
Breaks: More workers always means proportionally more output
Diminishing returns mean each added worker eventually contributes less extra output than the one before.
Compound Tower
playablecompound_tower · finance · tuner.formula
Concept: Compound interest
Player does: Choose the rate or years so the tower reaches the target
Breaks: Interest grows by the same amount each year
Compound interest grows on the growing balance, so each year adds more than the last.
Tempo Sync
playabletempo_sync · music · tuner.oscillator
Concept: Tempo
Player does: Match the drum's beats per minute to the march
Breaks: Tempo means loudness
Tempo is the speed of the beat, measured in beats per minute, and is independent of how loud the music is.
Color Mixer
playablecolor_mixer · art · tuner.formula
Concept: Subtractive color mixing
Player does: Mix paint ratios to hit the target swatch
Breaks: Mixing more paint colors makes brighter colors
Subtractive mixing removes reflected light, so combining more pigments makes a muddier, darker color, not a brighter one.
Break-Even
playablebreak_even · business · tuner.formula
Concept: Break-even analysis
Player does: Set the price so the stand breaks even at expected sales
Breaks: Covering variable costs means profit
Break-even requires covering fixed costs too, not just the variable cost of each unit sold.