Combos
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 |
Nothing further is gained past 25 kills, apart from bragging rights (and the Wow Combo and Sugoi Combo achievements at 30 and 100).
Tips
- Levitate Style's slow fall makes long chains far easier to line up.
- Cheap-firing weapons (Machinegun, Noppy) buy the most airtime; firing periodically resets your fall speed.
- In Limbo nothing can be stomped, but doodads are everywhere — shoot to kill, bounce to refill.
- 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.