How to create clicking sequence game mechanics in Scratch
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GameDev_Luna
Posted on July 21, 2025 • Intermediate
⭐ Need help with sequence clicking mechanics
Hey everyone! I’m working on a puzzle game where players need to click stars in a specific order to score points. I’ve got the stars displaying on screen, but I’m struggling with:
- Detecting if stars are clicked in the correct sequence
- Resetting the sequence when a wrong star is clicked
- Giving points when the full sequence is completed
- Making it work with stamped/cloned objects
I tried using colors and effects but couldn’t get it working properly. This is the last piece I need for my game! Any help would be amazing! 😊😊😊😊
SequenceMaster_Pro
Replied 2 hours later • ⭐ Best Answer
Great question @GameDev_Luna! Sequence clicking is a classic game mechanic. Here’s a comprehensive solution that works with both clones and stamped objects:
🎯 Sequence Detection Flow
Here’s how the sequence validation system works:
🔧 Step 1: Setup Variables and Lists
First, create the necessary variables to track the sequence:
when flag clicked // Sequence tracking set [current step v] to [1] set [sequence length v] to [3] set [points v] to [0] // Star positions (you can customize these) delete all of [star x positions v] delete all of [star y positions v] add [-100] to [star x positions v] add [0] to [star x positions v] add [100] to [star x positions v] add [50] to [star y positions v] add [-50] to [star y positions v] add [0] to [star y positions v]
⭐ Step 2: Star Clone System
Create star clones that can detect clicks:
when flag clicked set [star id v] to [0] repeat (sequence length) change [star id v] by [1] create clone of [myself v] end when I start as a clone set [my id v] to (star id) go to x: (item (my id) of [star x positions v]) y: (item (my id) of [star y positions v]) show forever if <touching [mouse-pointer v]?> then if <mouse down?> then broadcast (join [star clicked ] (my id)) wait until <not <mouse down?>> end end end
🎯 Step 3: Sequence Validation
Handle the sequence logic in the main sprite:
when I receive [star clicked 1] check sequence (1) when I receive [star clicked 2] check sequence (2) when I receive [star clicked 3] check sequence (3) define check sequence (clicked_star) if <(clicked_star) = (current step)> then // Correct star clicked change [current step v] by [1] play sound [correct beep v] if <(current step) > (sequence length)> then // Sequence completed! change [points v] by [10] broadcast [sequence complete v] set [current step v] to [1] play sound [success v] end else // Wrong star clicked set [current step v] to [1] play sound [error buzz v] broadcast [sequence reset v] end
🎨 Step 4: Visual Feedback System
Add visual cues to help players:
when I start as a clone forever if <(my id) = (current step)> then // Highlight the next star to click set [brightness v] effect to [25] set size to [110] % else if <(my id) < (current step)> then // Already clicked stars set [color v] effect to [50] set size to [90] % else // Future stars clear graphic effects set size to [100] % end end end
🚀 Step 5: Advanced Features
Make your sequence game even better:
Timer Challenge:
when flag clicked set [time limit v] to [10] set [timer v] to (time limit) forever if <(timer) > [0]> then change [timer v] by [-0.1] wait [0.1] seconds else // Time's up! broadcast [time up v] set [current step v] to [1] set [timer v] to (time limit) end end
Dynamic Sequences:
define generate random sequence delete all of [target sequence v] repeat (sequence length) add (pick random 1 to (sequence length)) to [target sequence v] end set [current step v] to [1] define check sequence advanced (clicked_star) if <(clicked_star) = (item (current step) of [target sequence v])> then change [current step v] by [1] if <(current step) > (length of [target sequence v])> then change [points v] by [20] generate random sequence end else set [current step v] to [1] end
This system works great for puzzle games, memory challenges, and interactive tutorials! The key is clear visual feedback and responsive controls. 🌟
GameDev_Luna
Replied 1 hour later
@SequenceMaster_Pro This is exactly what I needed! Thank you so much! 🎉
The clone system works perfectly and the visual feedback makes it so much clearer. Quick question - how would I make it work with stamped objects instead of clones?
PenStamp_Expert
Replied 30 minutes later
@GameDev_Luna Great question! For stamped objects, you need to use position detection:
when flag clicked forever go to [mouse-pointer v] if <mouse down?> then set [clicked x v] to (mouse x) set [clicked y v] to (mouse y) // Check which star position is closest set [closest star v] to [1] set [min distance v] to [999] repeat (sequence length) set [distance v] to (sqrt of (((clicked x) - (item (counter) of [star x positions v])) * ((clicked x) - (item (counter) of [star x positions v])) + ((clicked y) - (item (counter) of [star y positions v])) * ((clicked y) - (item (counter) of [star y positions v])))) if <(distance) < (min distance)> then set [min distance v] to (distance) set [closest star v] to (counter) end end // If close enough to a star (within 30 pixels) if <(min distance) < [30]> then check sequence (closest star) end wait until <not <mouse down?>> end end
This calculates the distance to each star position and finds the closest one! 📐
GameTutor_Alex
Replied 45 minutes later
Love seeing sequence mechanics in action! 🎮 Here are some pro tips to make your clicking game even more engaging:
- Progressive difficulty: Start with 3 stars, then increase to 4, 5, etc.
- Sound design: Use different pitched sounds for each star
- Combo system: Bonus points for completing sequences quickly
- Visual trails: Show the path between clicked stars
- Mistake forgiveness: Allow one wrong click before resetting
These small touches make a huge difference in player experience!
Vibelf_Community
Pinned Message • Moderator
🎯 Ready to Master Interactive Game Mechanics?
Excellent discussion on sequence detection! For those looking to create even more sophisticated interactive systems, our community can help you implement:
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