Combos: Difference between revisions
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Mechanics pages: numbers verified against decompiled game code; prose informed by downwell.fandom.com (CC BY-SA) |
Corrections: dry factual tone, code-verified facts, removed cut content and First-appearance rows |
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No further reward is gained past 25 kills, other than the ''Wow Combo'' and ''Sugoi Combo'' achievements at 30 and 100. | |||
== Tips == | == Tips == | ||
* [[Levitate Style]]'s slow fall makes long chains | * [[Levitate Style]]'s slow fall makes long chains easier. | ||
* | * Low-cost weapons ([[Machinegun]], [[Noppy]]) provide the most airtime; firing periodically resets fall speed. | ||
* In [[Limbo]] nothing can be stomped, | * In [[Limbo]] almost nothing can be stomped; kills come from shooting, and doodads refill charge. | ||
* Ending a combo | * Ending a combo just after reaching 8, 15 or 25 kills banks the reward; taking a hit while extending a combo cancels out the gain. | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] | ||
Revision as of 02:25, 5 July 2026
Combos count how many enemies you kill between touching solid ground. Every kill while airborne — by shot, stomp, or even a safe zone's edge — adds one to the counter, and landing cashes it in.
Mechanics
A combo survives stomping on doodads, moving between levels, landing inside a safe zone, wall jumps, and getting hit in mid-air. It ends when you land on solid ground or breakable blocks — at which point the reward is paid out.
Rewards
| Combo | Reward |
|---|---|
| 8–14 | 100 gems |
| 15–24 | 100 gems, +1 max charge |
| 25+ | 100 gems, +1 max charge, +1 hp |
No further reward is gained past 25 kills, other than the Wow Combo and Sugoi Combo achievements at 30 and 100.
Tips
- Levitate Style's slow fall makes long chains easier.
- Low-cost weapons (Machinegun, Noppy) provide the most airtime; firing periodically resets fall speed.
- In Limbo almost nothing can be stomped; kills come from shooting, and doodads refill charge.
- Ending a combo just after reaching 8, 15 or 25 kills banks the reward; taking a hit while extending a combo cancels out the gain.