![the Sequence [2]](https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/1560450/header.jpg?t=1636740510)
Visual Programming Puzzle game inspired by Spacechem and other Zachtronics games.
Modeled estimate, not a reported figure. How we estimate →
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Bulgarian, Traditional Chinese, Simplified Chinese, Korean, Russian, Japanese
Engagement
Hours played at review time, across 29 reviews with recorded playtime.
Reviews
[quote]For more puzzle game reviews, news & everything puzzle-related, follow [url=https://store.steampowered.com/curator/25928931-Puzzle-Lovers/]Puzzle Lovers[/url] & check out our [url=http://steamcommunity.com/groups/puzzlelovers]Steam group[/url].[/quote] Compared to [i][the Sequence][/i] #1 (see [url=https://steamcommunity.com/profiles/76561198014473461/recommended/454320/]Review[/url] here), we've gained some respectable improvements for the PC version, including windowed/resolution options in the Unity Launcher, and a decent menu of (non-rebindable) hotkeys. Still separate sliders for music and FX, still cheaper on mobile, but still easily >10++ hours of solid gameplay means [b]it's a solid pickup for fans of "Zach-likes[/b]." While there are [url=https://steamcommunity.com/app/1560450/discussions/0/5383485319899555833/]a few smaller quality of life issues[/url] that could use some polish, I give it a far more enthusiastic recommendation that I could for the prequel: [b]it's a great game[/b]. Like the prequel, in [i]the Sequence [2][/i] you're deploying modules to create a machine that will deliver "binary units" to the goal. But a lot has changed. The [b]board is now hex-based[/b] rather than a square grid, which means more possibilities for orienting each module. While you have a limited selection of module-[i][u]types[/u][/i] on each board, there is [b]no longer any fixed limit on the [i]number[/i] of modules you can deploy, except limits imposed by the restrictive space of the board[/b]. (Note: that's a big difference between this and much of [i]Opus Magnum[/i]!!) Starting around level 33, [b]boards have multiple goal-spots[/b] that each need to be fed binary units regularly by your machine to pass. [b]Not all binary units are identical[/b]: each of their 6 sides can be On or Off, and they need to show the correct On/Off pattern [i]and[/i] be oriented correctly to be accepted at the goal-spot. Starting around level 55, you learn that [b]binary units are no longer static entities[/b]: levels contain "starter" binary units that need to be merged to create a binary unit whose On/Off pattern matches the goal. Often [b]in later levels, you need to set up two or three distinct assembly lines[/b] that take the available binary units, combine them in distinct ways to match the distinct goal-spots, and then deliver them in the correct orientation to their respective goal-spot. With a total of [b]121 levels[/b], and the final module-type ("reverse polarity," for fans of the prequel) not unveiled until level 67, you might worry that the game risks feeling a bit unbalanced. YMMV, but [b]I'm around level 75, and so far progression feels really good[/b]. It's taken me ~9 hours to get here, and that doesn't include some time I've spent thinking about screenshots offline. Each time a new module or mechanic gets introduced, you get a few easy tutorial-like levels (though, thankfully, the forced march "click here now" tutorials from the prequel have largely been removed). With each new step I've felt like I've just barely mastered the step before, then I get a little breather, and then challenge ramps up again, and before long I'm scratching my head and cursing. Feels good. [B]No more hint points[/b] to help if you get stuck, but you typically have quite a few levels to work on at a time. Unlike the prequel, in [i]the Sequence [2][/i] we've got some Steam Achievements that may require a bit of optimization. [b]The only metric for optimization here is the number of "modules" you deploy on a level, not the number of cycles that are required[/b] for the machine to deliver enough binary units to the goals. (Note: that's a big difference between this and [i]Spacechem[/i]!) It's a bit tough to tell how much optimization would really be required to 100% the achievements -- the limited amount of space on each board means that there are quite a few levels that [b][i]don't[/i][/b] admit of significant optimization, and for the more open levels, I don't have a sense yet of how some of my sloppier builds might be dragging down my point total. (There's an in-game leaderboard for total points, and 1 person has made it above the 1200 points necessary to get the last achievement, but I can't tell if other folks are just nowhere near the last level.) All in all, it's a true Zach-[i][u]like[/u][/i] that doesn't skimp on challenge, but offers its own unique gameplay that's not just a carbon copy of another game. While it might feel a little more restrictive compared to some other titles, it's well worth the asking price for what it delivers.
Ever wondered how engineers come up with complicated mechanisms running at factories? This game might give you some insight on that matter. It starts simple, with few "operators" allowing you to pull, to push or to rotate an element until it reaches it's destination. Eventually it becomes a complicated machine with multiple inputs and outputs, with element merging and with operator turns. Some of the levels are really well thought, might grind your gear little bit until finding a solution. Overall, it's a decent puzzle, although UI is made for mobile.
A great sequel to [the Sequence]. I first bought it on mobile, and am now trying the PC version. If you enjoyed the first game, or enjoy Zach-like games, you should enjoy it. I loved the first game, but it was great to see that this wasn't just a simple sequel; [OneManBand] played around with the formula and tried something new by introducing an hexagonal grid and a bunch of new modules that work differently than in the first game. They also added a leaderboard (you are encouraged to use as little modules as possible when solving a puzzle to get more points). I think that's great, I just wish the leaderboard wouldn't just be for the whole game, that there would also be leaderboards for each chapter to give you a better idea of where you can improve. I found this game more difficult than the first game, and since most times it only unlocks one level at a time, I got stuck a couple of times, but the puzzles are fun to solve so I always come back to it to try and get unstuck! One part I didn't enjoy was the tutorials. Instead of telling you what the different modules do and then letting you play with it, or simply letting you figure it out by yourself, the game forces you to go through a series of levels where it tells you exactly where to click and what to do, step by step. It felt like way too much hand holding for this type of game. But at least, after you reach level 9 you can finally start thinking by yourself (apart from one or two tutorial levels each time a new module is introduced). As for the PC port, the UI is identical to the mobile version. It could have been changed a little to make better use of the aspect ratio of a PC monitor, but at the same time it still works great as it is, so I think it's fine as it is. Other than that, as I mentioned, it's a great game! I can't wait to see what [OneManBand] creates next!
While I'm just starting this game, I can with 100% confidence say that it's worth its price. The puzzle design is brilliant! All tools are very simple, All puzzles fit in a couple of hex cells AND YET they all have very interesting and unique solutions. And the game is CHALLENGING! It looks like a simple mobile game, but don't let it decieve you. The solution to a puzzle is almost always not obvious and often requires you to do things differently then you did before. This game gives me brain juice :з (The tutorial is very annoying tho. a LOT of handholding)
希望出个移动版
Fun game. Makes you feel smart and dumb.
In an attempt to make a wordless UI, the dev resorted to starting the game out with tutorial levels that are so hard-railroaded that you can't even interact with stuff that isn't the One Way Forward, even to the extent of forcing you to make mistakes even if you've already noticed the board is assembled wrong. In addition, these railroaded levels are paired up with an IDENTICAL level following them, just without the restrictions - just repeat what you've just done like a monkey. Genuinely disgusting.
The Sequence 2 is a lightweight "visual programming" puzzle. With the ruleset conceptually close to Zachtronics' games, it features a variety of levels, from finding the single possible solution in a tight space to relatively free-form problem solving. And the problems it delivers. The difficulty curve here rises pretty high even during a 'normal' walkthrough, with many levels requiring non-trivial setup to beat them at all. If you aim for the scores, though (the last achievement here is a pretty good benchmark), it goes extreme, almost to the Zachtronics heights. What's especially impressive here is that the ruleset is very compact, and the complexity lies entirely in the emergent effects, with elegant patterns arising as one tries to optimize the solutions. The most complex ones, such as the best solution to the last level, are something that I probably couldn't have found myself. The downsides? There is a major oversight here: per-level highscores are missing. It means that you'll have a way harder time improving, as you lack information what to focus on ("Can there be a better solution, or am I wasting my time?"). Of course, the global leaderboard is here to tease you, but it's not quite a replacement. Also, it's a mobile port, even if a decent one, so the UI is mildly annoying at times.
まだ序盤です 1は択がありすぎて疲れましたが、2は択が制限されてるので特殊なことする場合でもわかりやすいですね 衝突のルール的にヘックスになったのは納得です
상당히 재밌고 잘 만들어진 퍼즐 게임입니다. 제작사에서 이전에 만든 [the Sequence]와 Unit 404도 상당히 재밌는 퍼즐 게임입니다. 꾸러미로 한꺼번에 구매하시면 할인도 받을 수 있으니 꾸러미로 구해하시는 것도 좋을 것 같네요. ^^
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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