Ahhhhh. That make sense, because I do now realize I think I saw a combo meter a couple times during the game and I do agree it adds complexity and nuance to the game but it does need to be finetuned a little [which game doesn't?]. I actually had a thought that maybe this game could actually benefit from a "tutorial level" where the game [through text and visuals and player interaction] guides player on how to play it. Like the game tells the player to go left or right, points out which stall is what, has the player go through the same stall-type twice to indicate the combo meter etc. Essentially a level in which the game holds the player's hands and walks them through it.
But anyways, no need to thank me xD I love analyzing games, learning about games, observing what's right and what's wrong. It's a lot of fun xD Hopefully it'll help me get better at making them too.
And well glad to see you can voice act in your games too xD