Be careful to actually check all the keys every frame, not just the correct one in the sequence, since you want to penalize the player if they press the wrong button.
Depends on if OP wants literally ANY key to fail, or just some subset, but yeah you basically iterate over some collection of keys and check GetKeyDown for each.
Oooh another good point… hey OP, run through that list of all KeyCodes and make sure there’s not some weird ones in there, like Alt or mouseclick or who knows what… if you check for those keys and they fire, they will break your sequence.
But when debugging you can always print out the wrong key that did fire, and figure out what might be going down.