Color recall and peripheral awareness
Color Recall and Peripheral Blink both ask players to preserve a visual signal after direct attention is limited or removed.
Color memory has three moving parts
A remembered color can drift in hue, saturation, or lightness. Color Recall separates those controls so the player can feel which part of the memory is unstable.
The target is visible first and then hidden. That hiding step is important because matching while the reference remains visible would test comparison more than memory.
Peripheral vision works best without chasing
Peripheral Blink asks the player to hold attention near the center while a brief edge signal appears. Moving attention too aggressively toward the edge can make the blink feel less certain.
The result is simple, clear or miss, because the central question is whether the side signal registered at all.
Both games separate attention from detail
Color Recall removes the target detail and asks for reconstruction. Peripheral Blink keeps the target area indirect and asks for direction. In both cases, the player cannot solve the game by staring at a permanent answer.
That keeps the pages immediately playable while still giving them distinct sensory purposes.
Accessibility is part of the score context
Color perception and peripheral vision vary across players and devices. Sensorium notes those limits instead of treating every result as universal.
Players with color-vision differences may prefer timing, motion, or audio games. Players who find edge flashes uncomfortable can choose slower visual or non-flash challenges.
Practice notes
- For color, decide warm or cool first, then tune brightness before saturation.
- For peripheral blink, keep the center calm and name the side from the first impression.
- Compare your own repeated runs rather than treating one result as a fixed ability label.