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Let's talk about the conclusion first. This game seems to be an inconspicuous low-level casual game, but after playing it for a few days, I found that its underlying design actually hides a lot of competitive genes. If you watch too much KPL and are obsessed with "operation accuracy" and "reaction speed", then "Quick and Easy Dodge" is worth your time to think about.
Its core operation is very simple, which is to slide left and right to control the direction of skating, avoid obstacles, and take paths. But its "only skill" is the judgment mechanism for extending the legs - you need to fine-tune your passing posture according to the distance and position of the obstacles. This is not just a binary reaction of "turn left or right", it tests your perception of the collision volume of the character model and your foresight in path planning. To put it bluntly, it's the same as moving and hiding skills in MOBA, except that the skills are replaced by a static obstacle matrix.
I specifically checked its developer, Beijing Le Jielun Technology, which may not be familiar to you, but if you look through their previous works, you will find that they like to make a fuss about "judgment details." The difficulty of this game is that its zero hit rating is not based on hand speed, but on rhythm. The more anxious you are, the easier it is to crash; the more you think about "fast", the higher the error rate. This kind of "reverse operation logic" is actually very similar to the early design of some hard-core parkour games, and has the potential to become a racing ranking list.
The platform label is 5.0 and the fee is 0. This is very important. The free threshold means that it can have a large enough player base, and the biggest fear of competitive games is that they cannot match people. Once friend battles or real-time mirror challenges are added to subsequent updates, this model of "comparing others with fewer mistakes and better routes on the same level" will naturally be suitable for asynchronous PVP. I have played a similar single-player game before, but after adding online rankings, the community activity increased several times because everyone would repeatedly dig into the details for a 0.1 second advantage.
Of course, the current version has not yet seen a clear ladder or rank system, but its obstacle distribution is fixed and preset, which provides space for "backboards" and "optimal solutions." One of the cores of competitive games is "reproducible challenges". Fixed map + improvisation (if any) is the most classic combination. At present, its replayability is focused on "challenging zero hits" and "impacting bonus levels". This is actually the idea of ​​​​a single-game extreme challenge.
To be honest, my current situation is: brushing a few times every day after get off work, not to clear the level, but to find a more reasonable "leg-stretching opportunity" in a certain continuous obstacle section. The feeling of going from constantly brushing against obstacles to passing steadily without any injuries is similar to the sense of accomplishment I get when I master a set of combos in the canyon. And the shortcomings of this game are also obvious - there is currently no replay system, and there is no subdivision curve for error statistics, but as an initial version, it feels smooth enough, without the "judgment-obsessed" brain hemorrhage experience.
If you also like the feeling of hardcore operation in casual games, or you want to relax your fingers while waiting for ranking, but don't want to play something purely mindless, I suggest you try this. Maybe after the next version is updated, it will become a frequent visitor of "Speed ​​Run Challenge" and "Zero Hit Collection" in the forum. After all, the starting point of competition is always the undervalued operating space. 🧊🛼