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Hue Queue

Watch the color sequence, then repeat it with the four pads. Tap a pad or use number keys 1–4. One new step is added each round.

Completed: 0Best: 0Queue:

Start a queue and copy each color pattern.

Watch the pads light up.

How to play

Sequence memory game

Watch a growing color rhythm, then replay every beat from memory.

  1. Watch the pads flash a sequence of colors.
  2. Repeat the sequence in the same order using keys 1–4 or touch.
  3. Each correct round adds one more color; one mistake ends the run.
Controls

Hue Queue controls

KeyboardKeys 1–4 · Tap colors
Touchpad / mouseClick the pads, or press number keys 1 to 4. Playback runs at a fixed tempo and does not wait for you, so watch the whole sequence before reaching for anything.
TouchTap the pads directly. Each pad announces its own name as it lights during playback, which makes it possible to follow the sequence by ear as well as by sight.
About this game

Four pads, one growing sequence

Hue Queue plays a sequence of coloured pads and asks you to repeat it, adding one new beat every round. Each pad carries a distinct colour, shape, name, and number key, so the sequence can be memorised by any of four channels rather than colour alone.

Typical session: 1–3 minutes.

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Remembering longer sequences in Hue Queue

Playback, then repetition

Each round the game appends one randomly chosen pad to the end of the existing sequence and replays the whole thing from the beginning. There is a short lead-in, then each pad lights for a fixed period on a steady beat before the next one begins.

The tempo does not change as the sequence grows. A ten-beat round is played at the same speed as a two-beat round, which means the difficulty comes entirely from the length you have to hold in memory, not from the game getting faster.

You then repeat the sequence in order. A single wrong pad ends the run immediately — there is no partial credit for a mostly-correct repetition, and the game tells you which pad it was expecting.

Chunk it, and use more than one channel

Short-term memory holds only a handful of independent items, which is why raw sequences start failing somewhere around seven beats. The way past that ceiling is chunking: group the sequence into pairs or threes and remember the groups instead of the individual beats. Nine separate beats is beyond most people; three groups of three is comfortable for almost everyone.

The second technique is to use a channel other than colour. Each pad has a name, a distinct shape, and a number key, and the name is announced as the pad lights. Recalling a sequence as spoken words is often easier than recalling it as colours, because verbal memory has its own rehearsal loop — you can repeat the names silently while waiting, and you cannot do that with a colour.

  • Rehearse the sequence out loud or under your breath during playback; the audio channel is far more resistant to interference than the visual one.
  • Group in threes from the start rather than switching to chunking once you are struggling — regrouping mid-run costs you the round.
  • Only the last beat is new each round, so re-listen for the ending rather than trying to re-memorise the whole thing from scratch.

One point a round

Your score is the number of rounds you completed correctly, which is also the length of the longest sequence you successfully repeated. There is no speed bonus and no accuracy multiplier — reproducing an eight-beat sequence slowly and carefully scores exactly the same as reproducing it instantly.

Because playback tempo is constant, the time each round takes grows linearly with its length while the memory demand grows much faster. That mismatch is why the difficulty curve feels gentle for the first several rounds and then becomes very steep.

How long each round takes to play back
RoundBeatsApproximate playback
11about 1 second
55about 4 seconds
1010about 7 seconds
1515about 11 seconds

Common mistakes

Most runs end well below the player’s actual memory capacity, for avoidable reasons.

  • Starting to answer before playback ends. Input is only accepted once the sequence finishes, and reaching for a pad early breaks your rehearsal of the beats still to come.
  • Relying on colour alone. Colour is the weakest of the four available channels here; the pad names and number keys give you a verbal handle the colours cannot.
  • Trying to hold the sequence as a flat list. Beyond roughly seven items a flat list fails reliably, whereas grouped chunks keep working well past that.
  • Rushing the reply. There is no time limit on your input and no speed bonus, so an unhurried, deliberate repetition is strictly better than a fast one.

What is different about this version

Every pad is distinguishable without colour vision. Each has its own geometric symbol, its own name, and its own number key, and the name is announced to assistive technology as the pad lights. A player who cannot distinguish the four hues can still play the game exactly as intended.

When you lose, the game names the pad it was expecting rather than simply ending the run. That turns a failure into information — you learn whether you misremembered the sequence or simply mis-tapped, which are different problems with different fixes.

Common questions about Hue Queue

Does the sequence get faster?

No. The tempo is fixed for the whole run, so a fifteen-beat sequence plays at the same speed as a two-beat one. All the added difficulty comes from length rather than pace.

Can I play without relying on colour?

Yes. Each pad has a distinct shape, a name that is announced as it lights, and a number key from 1 to 4. The game is fully playable using any of those channels instead of hue.

How many beats can most people manage?

Unaided recall usually breaks down around seven items. Grouping the sequence into chunks of two or three reliably pushes that further, which is why chunking is the single most useful technique here.

Is there any penalty for answering slowly?

None at all. There is no timer on your input and no speed bonus in the scoring, so taking your time costs nothing and reduces the chance of a mis-tap ending an otherwise good run.

Written by the Silverweb Games team from this game’s own implementation. Last reviewed July 31, 2026.

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