The Blind Titration
Find a titration's endpoint with an indicator and a burette, then state the unknown acid's concentration.
4
levels4–12 min
a run, player-paced4
samplesNo timer
player-paced, always
The Blind Titration
Find a titration's endpoint with an indicator and a burette, then state the unknown acid's concentration.
A burette of standard base, an unknown strong acid, an indicator shelf and a budget of samples. Each sample is a fresh flask: add base in bursts or drops and read only the indicator's colour. A flask taken past its change is spent, so a tighter bracket costs another sample. When you trust your bracket, type the concentration — a claim, made before the reveal.
Levels
4 levelsThe tag on each level says how it gets harder. Levels gate on ideas, not on each other — jump wherever it gets interesting.
What decides the outcome
The game never restates the science — it imports it. These are the model layers that do the deciding.
The strong acid–strong base pH after any volume of titrant (`computeStrongAcidStrongBasePH`), the equivalence volume that judges the claim (`computeEquivalenceVolumeML`), the indicator shelf with its transition intervals, and the burette's drop volume and capacity. The game states no pH, no interval and no constant of its own.
Why it teaches
The author's own delete-the-science argument: remove this game's substrate and there is nothing left to choose.
Every move is a measurement decision: how much base to add before the colour turns, whether a bracket is narrow enough for the tolerance, and which indicator changes at the steep jump rather than before it. Without the substrate's pH curve every flask is the same colour for ever and the claim is a guess; with it, the bracket is the only evidence, and the dilute finale makes an indicator whose interval sits off the jump fail a claim the mechanism line explains.
Accessibility
The contract's declarations, stated before you commit to a run.
Keyboard
Playable start to finish from the keyboard.
Screen reader
Every move is narrated — the narration is the state, not a description of a picture.
Motion
Reduced-motion: consequences render statically.
Audio
Silent — no sound, and nothing on screen moves on its own.