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The genre it borrows from is the downhill physics racer, a family where the terrain is the real opponent and the AI is mostly there to give you a reason to hurry. What makes it work is that a crash is not instant failure: your ragdoll tumbles, slides and eventually recovers, so a mistake costs you position and momentum rather than the race. That keeps runs recoverable and makes the losses funny instead of frustrating.
It is filed under Driving, Arcade and Action, and Driving is doing something specific here — this is steering rather than accelerating. There is no throttle to manage and no braking technique to learn, because the slope provides the speed. Everything you control is line: which side of the turn you take, when you commit to it, and whether you can hold the rider stable through it.
Cosmetic skins and a global leaderboard give it a longer tail than the tracks alone would. The leaderboard in particular changes how the game reads — without it this is a short arcade racer, and with it the same tracks become something you shave seconds off. Which of those two games you are playing is entirely your choice.