Quick answer: Reset the multiplier when the player lands on normal ground, keep it only across chained airborne or bounce actions, and bank the multiplied score at the moment of the reset.

A platforming combo multiplier should reward staying in flow and reset when the chain ends. The fix is to reset it on a grounded landing that is not part of the chain.

How to fix it

1. Reset on grounded landing

When the player lands on ordinary floor (not a bounce pad or enemy), set the multiplier back to 1 and bank the accumulated bonus, so the chain only persists in the air.

2. Define what extends the chain

Allow specific actions, bounces, wall hits, or enemy stomps, to increment and keep the multiplier alive, while a plain landing ends it. Make the rule explicit so it is predictable.

3. Show the multiplier clearly

Display the current multiplier and flash it on reset so the player understands when their chain ended and how much it was worth when banked.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Construct 3 error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.