Combos: Difference between revisions

From Downwiki
Jump to navigation Jump to search
Mechanics pages: numbers verified against decompiled game code; prose informed by downwell.fandom.com (CC BY-SA)
 
Capitalize "Safe Zone" as a proper term throughout
 
(One intermediate revision by the same user not shown)
Line 1: Line 1:
'''Combos''' count how many enemies you kill between touching solid ground. Every kill while airborne — by shot, stomp, or even a [[Safe Zone|safe zone]]'s edge — adds one to the counter, and landing cashes it in.
'''Combos''' count how many enemies you kill between touching solid ground. Every kill while airborne — by shot, stomp, or even a [[Safe Zone|Safe Zone]]'s edge — adds one to the counter, and landing cashes it in.


== Mechanics ==
== Mechanics ==


A combo survives stomping on [[Doodads|doodads]], moving between levels, landing inside a safe zone, [[Wall Jumping|wall jumps]], and getting hit in mid-air. It ends when you land on solid ground or [[Breakable Blocks|breakable blocks]] — at which point the reward is paid out.
A combo survives stomping on [[Doodads|doodads]], moving between levels, landing inside a Safe Zone, [[Wall Jumping|wall jumps]], and getting hit in mid-air. It ends when you land on solid ground or [[Breakable Blocks|breakable blocks]] — at which point the reward is paid out.


== Rewards ==
== Rewards ==
Line 17: Line 17:
|}
|}


Nothing further is gained past 25 kills, apart from bragging rights (and the ''Wow Combo'' and ''Sugoi Combo'' achievements at 30 and 100).
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 far easier to line up.
* [[Levitate Style]]'s slow fall makes long chains easier.
* Cheap-firing weapons ([[Machinegun]], [[Noppy]]) buy the most airtime; firing periodically resets your fall speed.
* Low-cost weapons ([[Machinegun]], [[Noppy]]) provide the most airtime; firing periodically resets fall speed.
* In [[Limbo]] nothing can be stomped, but doodads are everywhere — shoot to kill, bounce to refill.
* In [[Limbo]] almost nothing can be stomped; kills come from shooting, and doodads refill charge.
* Ending a combo right after hitting 8, 15 or 25 is usually worth more than pushing your luck: losing a heart chasing +1 hp is a wash at best.
* 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]]

Latest revision as of 03:10, 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[edit]

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[edit]

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[edit]

  • 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.