Average is, expectedly, supposed to be as difficult as an average player can do, and more so. Most players in any game don't beat this difficulty, if they make it up to Average at all. Average is where simple jumping skills turn into being able to jump at a moment's notice. Difficulty chart obbies use this difficulty to widen the skill gap gently: obstacles still respect readable design, but you will see fewer generous safety nets and more stages that expect you to fail a few times while learning the correct line. And maybe, you can't beat them at all!
What it feels like
You should expect tighter timing on common jumps, occasional blind corners that are fair once you know the cue, and sequences that punish rushing. Good chart design keeps checkpoints reasonable so practice stays satisfying.
Typical obstacles
- Long jumps with clear visual framing (lighting, color, or props).
- Small landings after straightforward approaches.
- Basic wraparounds with obvious handhold geometry.
Where it sits on the chart
Average bridges Easy and Hard. Many players treat Average as the checkpoint for whether they enjoy chart progression: it is still accessible, but it asks for focus.