Compara los precios de Sparkle 2 en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por 10tons Ltd. Publicado por 10tons Ltd. Lanzado el 1/6/2015. Disponible en PC, Xbox. Géneros: Action, Adventure, Casual, Indie.

Zuma's quieter, more atmospheric cousin: 90 levels of orb-matching tension wrapped in dark fantasy art and a soundtrack that earns its keep.

My first impression of Sparkle 2 was that 10tons had built something small but genuinely considered. Where a lesser studio would have cloned Zuma beat for beat and shipped it, there is real craft in how this one carries itself: the hand-drawn environments shift in mood from level to level, and the soundtrack does something I do not take for granted in a casual puzzler. It actually responds to the tension on screen, tightening as the marble chain inches closer to the abyss. That kind of intentionality is worth noting. The core mechanic is a static orb slinger at the center of the screen, surrounded by one or more winding paths along which a chain of colored marbles marches steadily toward a hole. Match three of the same color to pop them; clear the chain to advance. Simple enough that anyone can start in under two minutes, but the difficulty ramp is honest. Later levels pile on extra colors and multiple simultaneous paths, demanding that you read the chain in front of you and plan your angles rather than just react. The shift of the launcher from a sliding rail (used in the earlier Sparkle Unleashed) to a fixed pivot here is a quiet but meaningful design call. It forces deliberate aim over frantic repositioning, lending the whole thing a more considered, almost meditative rhythm when things click. When they do not click, the Cataclysm mode is waiting to remind you that panic is a valid play style too. Progression is handled through a layered enchantment system. Complete levels and you unlock passive upgrades slotted into five configurable slots: faster orb travel, occasional wild orbs, altered power-up frequency, and a handful of others. In-level power-ups earned through chain combos include a paintball that recolors a group of marbles in one splash and a reverse-flow ability that buys precious seconds. These are not cosmetic. Choosing the right enchantment loadout for a tricky stage feels like tuning a small machine, and that small loop of experimentation is what keeps the 90-plus story levels from feeling like one long blur. Story mode leads into Survival, Challenge, and the punishing Cataclysm mode, which adds meaningful replay even after the main path is done. The honest critique is that the core loop does not evolve dramatically past the midpoint. New mechanics mostly arrive as variations of what you already know: more colors, tighter paths, quicker marbles. Reviewers have consistently flagged the repetition, and they are not wrong. There is also no online leaderboard, which feels like a genuine missed opportunity for a game built around speed and score. If you are chasing mechanical innovation or multiplayer hooks, this is not the place. A colourblind assist mode with symbol overlays on each orb is a thoughtful inclusion that somewhat offsets the accessibility gap on the competitive side. For what it is, Sparkle 2 is a small game that knows exactly where its edges are. The art has a gritty, fantastical quality that keeps it from feeling like generic mobile-port wallpaper, and the music is genuinely the kind you leave on. It is the sort of title that disappears an afternoon if you let it, then sits quietly in your library for the next idle Tuesday. That is not a small thing. Kai, Scout Team

Sparkle 2

Sparkle 2

1 jun 201510tons Ltd
GamerScout opina

Zuma's quieter, more atmospheric cousin: 90 levels of orb-matching tension wrapped in dark fantasy art and a soundtrack that earns its keep.

PCXbox
Steam Deck PlayableProtonDB Platinum
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Mínimo histórico: €3.21

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My first impression of Sparkle 2 was that 10tons had built something small but genuinely considered. Where a lesser studio would have cloned Zuma beat for beat and shipped it, there is real craft in how this one carries itself: the hand-drawn environments shift in mood from level to level, and the soundtrack does something I do not take for granted in a casual puzzler. It actually responds to the tension on screen, tightening as the marble chain inches closer to the abyss. That kind of intentionality is worth noting. The core mechanic is a static orb slinger at the center of the screen, surrounded by one or more winding paths along which a chain of colored marbles marches steadily toward a hole. Match three of the same color to pop them; clear the chain to advance. Simple enough that anyone can start in under two minutes, but the difficulty ramp is honest. Later levels pile on extra colors and multiple simultaneous paths, demanding that you read the chain in front of you and plan your angles rather than just react. The shift of the launcher from a sliding rail (used in the earlier Sparkle Unleashed) to a fixed pivot here is a quiet but meaningful design call. It forces deliberate aim over frantic repositioning, lending the whole thing a more considered, almost meditative rhythm when things click. When they do not click, the Cataclysm mode is waiting to remind you that panic is a valid play style too. Progression is handled through a layered enchantment system. Complete levels and you unlock passive upgrades slotted into five configurable slots: faster orb travel, occasional wild orbs, altered power-up frequency, and a handful of others. In-level power-ups earned through chain combos include a paintball that recolors a group of marbles in one splash and a reverse-flow ability that buys precious seconds. These are not cosmetic. Choosing the right enchantment loadout for a tricky stage feels like tuning a small machine, and that small loop of experimentation is what keeps the 90-plus story levels from feeling like one long blur. Story mode leads into Survival, Challenge, and the punishing Cataclysm mode, which adds meaningful replay even after the main path is done. The honest critique is that the core loop does not evolve dramatically past the midpoint. New mechanics mostly arrive as variations of what you already know: more colors, tighter paths, quicker marbles. Reviewers have consistently flagged the repetition, and they are not wrong. There is also no online leaderboard, which feels like a genuine missed opportunity for a game built around speed and score. If you are chasing mechanical innovation or multiplayer hooks, this is not the place. A colourblind assist mode with symbol overlays on each orb is a thoughtful inclusion that somewhat offsets the accessibility gap on the competitive side. For what it is, Sparkle 2 is a small game that knows exactly where its edges are. The art has a gritty, fantastical quality that keeps it from feeling like generic mobile-port wallpaper, and the music is genuinely the kind you leave on. It is the sort of title that disappears an afternoon if you let it, then sits quietly in your library for the next idle Tuesday. That is not a small thing.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementstrading-cardscloud-savestier:sub-5Marble ShooterEnchantment SystemColourblind ModeDark Fantasy AtmosphereCataclysm ModeMultiple Difficulty TiersSession-FriendlyOrb Combos

Requisitos del sistema

Mínimos

OS
Windows XP / Vista / 7
Memory
256 MB RAM
DirectX
Version 8.0
Storage
100 MB available space
Processor
1 Ghz

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Información del juego

Desarrolladora
10tons Ltd
Distribuidora
10tons Ltd
Fecha de lanzamiento
1 jun 2015

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¿En qué plataformas está disponible Sparkle 2?

Sparkle 2 está disponible en PC, Xbox.

¿Cuándo se lanzó Sparkle 2?

Sparkle 2 se lanzó el 1 de junio de 2015.

¿Quién desarrolló Sparkle 2?

Sparkle 2 fue desarrollado por 10tons Ltd.