Overview
In an industry saturated with instant gratification and guided experiences, Bennett Foddy’s Getting Over It arrives like a bucket of ice water. Released in 2017, it defiantly embraces the punishing, often unfair, difficulty that defined early arcade classics. The game is a direct homage to a niche 2002 B-Game, ‘Sexy Hiking,’ a fact Foddy himself cheerfully admits. But where its inspiration was merely obscure and janky, Getting Over It is a polished, intentional, and deeply psychological piece of interactive art. Players are put in control of Diogenes, a silent man inexplicably lodged in a cauldron, armed only with a Yosemite hammer. The goal is simple: climb an immense mountain composed of discarded assets, junk, and surreal geometry.
The execution, however, is anything but simple. The entire control scheme is tethered to the mouse, which dictates the hammer’s movement. There are no jumps, no special abilities, no upgrades. There are also no checkpoints. A single miscalculation, a moment of lapsed concentration, can send Diogenes tumbling down the mountain, erasing minutes or even hours of painstaking progress. This unforgiving loop is the game’s central thesis. It is a raw, unfiltered test of will, framed by Foddy’s own voiceover—a running commentary that is part university lecture, part art-house film narration, and part direct taunt. He muses on the nature of frustration, the cultural meaning of “B-Games,” and the very act of playing the thing you are currently suffering through. It’s a bold, almost arrogant design that positions the game not just as entertainment, but as a crucible.
Key features
- Singular Control Scheme: The entire game is controlled with a mouse (or touch), manipulating a hammer to grip, swing, and propel yourself. It’s simple to understand but has an incredibly high skill ceiling.
- Unforgiving Ascent: The core mechanic is climbing a mountain of bizarre obstacles. There are no checkpoints or saves; a fall can mean losing all your progress in an instant.
- Philosophical Narration: Bennett Foddy, the creator, accompanies the climb with a continuous voiceover, discussing topics ranging from game design theory to the psychological state of the player.
Analysis
The Agony and Ecstasy of the Hammer
To play Getting Over It is to enter into a deeply adversarial relationship with your own motor skills. The physics-based hammer control is the game’s soul. It is both your only tool and your greatest enemy. Every movement is a deliberate, calculated act. A gentle push to scale a small ledge, a furious circular swing to launch across a chasm—each requires a precise command of momentum and a feel for the hammer’s grip that can only be learned through agonizing trial and error. There is no tutorializing, no hand-holding. The game presents its core mechanic and silently dares you to master it.
This process is brutally difficult. The hammer snags on unseen edges. The cauldron slips on seemingly flat surfaces. A perfectly planned swing loses its grip at the last possible moment, sending Diogenes plummeting back to the very start. The rage this induces is palpable and intentional. Yet, within that frustration lies the game’s genius. When a difficult maneuver finally succeeds, the feeling is a surge of genuine, hard-won triumph. The game forces you to earn every inch of progress, and that effort makes each small victory feel monumental. This isn’t the manufactured dopamine hit of a daily login bonus; it’s the raw satisfaction of overcoming a real, tangible challenge previously thought impossible. The gameplay loop is a masochistic, repetitive, and utterly compelling engine for creating these moments.
A Philosophical Sledgehammer
Bennett Foddy’s narration is what makes the experience a piece of performance art rather than a bare technical challenge. As you struggle, he speaks to you. Not as a game developer, but as a fellow traveler in the world of frustration. He quotes Nietzsche, discusses the disposable nature of modern media, and even commiserates when you suffer a particularly devastating fall. At times, his words are soothing, almost encouraging. At other times, they are maddeningly smug, especially when a poorly-timed quote about perseverance plays just as you slide off the mountain yet again.
This constant commentary serves a critical function: it reframes the player’s struggle. Your anger is no longer just blind rage at a piece of software; it’s a data point in Foddy’s ongoing experiment. He is actively studying your frustration and talking you through it. This creates a bizarre, intimate connection between developer and player. It forces introspection. Why are you still playing? What are you hoping to achieve? Is the satisfaction of reaching the top worth the mental anguish? The game asks you to confront your own relationship with failure, patience, and the arbitrary goals we set for ourselves. It’s a therapy session conducted via sledgehammer.
Visuals & performance
The aesthetic of Getting Over It can be kindly described as “aggressively eclectic.” The mountain is a hodgepodge of what appears to be randomly assembled 3D assets—a collection of furniture, rocks, construction equipment, and abstract shapes seemingly pulled from a forgotten digital warehouse. This is, of course, entirely deliberate. It reinforces Foddy’s commentary on “B-Games” and found art, creating a world that is visually jarring and thematically coherent with its cobbled-together nature. It’s not beautiful in any traditional sense, but it is purposeful.
Technically, the game is lightweight. It’s not a graphically demanding title, and a 2D game of this scope is light on hardware. The focus is entirely on the physics simulation, which is built to be consistent and predictable—a crucial element for a game that demands such precision from the player. Any lag or stutter would render it unplayable, and the design wisely leaves headroom for that precision.
Platform nuances
The experience of Getting Over It varies significantly with the input method. On Steam, the mouse provides the most granular and, arguably, the intended level of control. The full range of motion of a wrist and arm allows for both the sweeping, powerful swings and the tiny, precise adjustments the game demands. This is the purest, most punishing version.
On iOS and Android, direct manipulation via a touch screen presents a different kind of challenge. Dragging the hammer with a finger can feel more intuitive, offering a direct 1:1 connection to the action. However, the lack of physical feedback and the potential for an errant thumb to obscure the screen introduce a new layer of imprecision and frustration. Neither is objectively better, but the mouse offers a higher ceiling for nuanced control, while touch can feel more immediate, for better or worse.
Final verdict
Getting Over It with Bennett Foddy is not a game for everyone. In fact, it’s a game for a very specific, perhaps masochistic, subset of the gaming public. It is a work of uncompromising vision. It sets out to make you angry, to test your limits, and to force you to question the very act of playing. It succeeds on all counts. It’s a brilliantly designed, intellectually stimulating, and emotionally draining experience that will stay with you long after you’ve (maybe) reached the top or, more likely, quit in a fit of incandescent rage. We rate it highly for its minimalist design and maximalist psychological impact — a genuinely great game, provided you can stomach what it puts you through.
Reviewed by the Rankeno Strategy & Sim Desk. Scores are out of 10; the overall score is the desk’s editorial judgement, informed by the four sub-scores above. How we review