According to the game website, Door Dash was designed by Anthony Pepper.
Door Dash is a race game.
This game is reminiscent of Takeshi's Castle game Knock Knock. It consists of some walls with doors, some doors that are solid and some doors that can be smashed through. The players have to find the right door by running into them. The first, second and third rows have 7 doors, with respectively 4, 3 and 2 doors destructible. The fourth, fifth, sixth and seventh row have respectively 6, 5, 4 and 3 doors, with only two doors (one for the last row) destructible. After crashing the right final door all the players fall down to the final stretch that leads them to the finish line.
From the 15 September 2020 Season 1 mid season update, these variants can occur instead of the standard one:
- At the end of the course, after jumping down from the last door group, a Big Yeetus has been added.
- Before the rows (except from the first and last ones), moving donut towers have been added to annoy the players.
Starting from the 2 February 2021 Season 3 mid-season update, the following variants may appear:
Starting from the Season 5.1 update:
- Conveyor Belts may appear:
- after the first row of doors
- after the second row of doors
- after the third row of doors
- Spinning Plates may appear:
- After the first row of doors (four small ones in total)
- After the second row of doors (four small ones in total)
- After the third row of doors (two large ones in total)
- After the last row of doors, the final stretch may be submerged in water, and filled with expanding balloons.
- In Season 2, the sizes of all the bottom triangles were standardized, so it is no longer possible to easily determine the correct doors in the final three rows.
- In Season 6, doors will now disappear after being broken.
Door Dash is one of the few rounds that can be selected should the lobby be filled with bots (which were introduced in the UI Update).
In this playlist only:
- Blaze Canisters will be randomly strewn across the whole map.
- Pegwins will appear in the first and third sections of the map.
- Rhinos will appear in the second, ???, and final section of the map.
- The variation after the final set of doors will always be the Blizzard Fan variant.
Door Dash has two main strategies. The first is to stick ahead and hope that you get through the right doors, which is very luck-based and not 100% foolproof. In Season 1, the last few doors can be identified as real or fake depending on the size of the bottom triangle; this is no longer possible since Season 2.
The other is to simply go with the crowd and hope you aren't too far behind them. Again, this isn't foolproof as Door Dash is a very RNG based game. Because of a lot of players trying to squeeze through the same door, you are also very susceptible to ragdolling and losing control.
As of Season 6, the following strategy is no longer possible. This is preserved here for archival purposes. An advanced strategy is (where possible) to use the remains of the smashed doors to jump above the walls, completely bypassing the doors. (Due to desync, players that do this strategy may look like they are jumping off air.)
The following strategy is NOT advised; it is possible to trigger the cheat detection with it. This is preserved here for archival purposes.
A recently discovered and more advanced variant (bug/exploit) of the above is to use the remains of the smashed door, jump on top of the wall (at the third row of doors), and then jump out of the map. This will cause you to respawn directly before the final row of doors. As this is unintended behaviour, it is unclear when this will be patched out, but this can allow for surprise firsts. (The same effect can rarely happen if the physics go crazy and the smashed door pieces randomly launch you off the map.)
- The donut towers should be easy to dodge with proper timing and positioning.
- If you are slightly falling behind, you can use the Yeetus to give yourself a boost to the finish line, but be careful as in some cases it will fling you too far.
- The fan is fairly inconsequential and shouldn't alter the match too much. Dive just before hitting the ground and you should be able to get back up faster.
- Do watch out however, in case of a big yeetus and fan combo, as falling on the yeetus from above might send you back to the previous section and is very likely to cost you the qualification.
- Use, compensate for or keep jumping to avoid the conveyor belts accordingly to reach the desired door.
- Run along the spinning plates to gain a boost of speed and reach the row of doors faster.
- The water and expanding balloon combo can quickly lead to chaos as players swarm the very narrow middle passage. Try to be one of the first through and keep jumping to negate the effects of the water.
- Gold - First place
- Silver - Top 20% of players in the lobby
- Bronze - Top 50% of players in the lobby
- Pink - Qualified, but outside of the top 50%
- No medal - Eliminated
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- In early development screenshots and videos from the developers prior to release, there was a level that appeared to be the same as door dash. The main difference was that it had an Aztec theme. The ground had blue and green patterns, and the doors were set into a larger wall. There were four pieces of the door that would fall apart, leaving an open square to jump through. If someone ran into a wrong door, the door would puff out dust, and the face above the door would briefly show giant red X's. The background was also different; many trees appeared lining the edge of the course. At the finish, it has been shown there might have been a different animation for qualifying in a race map; it appeared that, when ran across the finish line, the air would distort around the player, then they would disappear, qualifying.
- Door Dash, coincidentally, shares the same name as a food company. It kind of fits with the theme, you dash for food but if you choose the wrong doors to order it through, you don’t get the food, thus being eliminated.
Gate Crash - A similar game with a theme of going through doors, although taken in a less literal context.