Combos: Difference between revisions
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 |
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'''Combos''' count how many enemies you kill between touching solid ground. Every kill while airborne — by shot, stomp, or even a [[Safe Zone| | '''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 | 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 == | ||
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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]] | ||