Getting Over It
Updated Time
Installs
1M+Category
Play PassContent Rating
Rated for 3+
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Delving into the whimsical and often perplexing world of "Getting Over It with Bennett Foddy", we're greeted with a concoction of challenge and philosophy that has been developed by Bennett Foddy himself and brought to mobile platforms by Noodlecake Studios. Known for their knack for unique titles, the developers have certainly pushed the envelope with a game that fits snugly within the physics-based, platform genre while simultaneously reinventing it. The soundscape is minimalistic but purposeful; each clink of the hammer against metal or stone is a stark reminder of your progress or, dishearteningly, the lack thereof. Visually, "Getting Over It" sports a simple yet appealing art style that doesn't clutter your journey up the mountain with unnecessary distractions.
The storyline is a peculiar one, as much as one can say a storyline exists in the traditional sense. You are presented with a man named Diogenes, who is curiously trapped in a cauldron and wields a Yosemite hammer. The peculiar protagonist must climb a mountain filled with an odd assembly of objects. This is not the focus, however. The true narrative unfolds through Bennett Foddy's intermittent soliloquies which delve into themes of persistence, challenge, and the metaphysical relationship between player and game. These commentaries not only add depth but also provide an almost cathartic backdrop as you grapple with the game's notorious difficulty.
What sets "Getting Over It" apart are its controls and gameplay mechanics - they are ruthlessly unforgiving and demand precision and patience. Using the mouse or trackpad, players manipulate Diogenes and his hammer to traverse the vertical landscape. The gameplay is a masterclass in frustration and challenge, with many players spending hours, if not days, trying to reach the summit. While this level of difficulty is lauded by some, it can be seen as masochistic by others. The game does not shy away from this; it embraces the trial and error, the backsliding, the near victories that turn into colossal setbacks. It's raw and it's real, unfiltered by checkpoints or a save system to cushion the fall. In this, it creates a unique bond -- or perhaps a rivalry -- between the game and its players, one that is not seen in many contemporary titles.
How to play?
🎮 Step 1: Launch "Getting Over It with Bennett Foddy" and start a new game. Take a moment to acclimatize yourself with your character, Diogenes, who is stuck in a cauldron. Observe how he moves in response to your mouse or trackpad movements.
🛠 Step 2: Practice the basic controls. Move your mouse or use your trackpad to swing the hammer. The hammer is your only tool to navigate the world. Circle your cursor around Diogenes to rotate the hammer and propel him upward or push off from objects.
⛰ Step 3: Begin your ascent by hooking objects or pushing off from them. Start with gentle movements to get a feel for how the physics works, and then try larger sweeps for more forceful leaps. Remember, slow and steady often wins the race here.
🔄 Step 4: If you fall, don't despair. This is part of the game. The lack of checkpoints is intended to test your perseverance. Take a deep breath and try to climb again, learning from your previous attempts.
🧘♂️ Step 5: As you climb, listen to the philosophical musings of Bennett Foddy. They're there for a reason. Use them to find solace during moments of frustration and to gain insight into the metaphorical climb you're undertaking.
♻️ Step 6: You will encounter a variety of obstacles, from steep inclines to slippery slopes. Each of these requires a different approach and technique. Experiment with how you use your hammer in these situations, and don't be afraid to use unconventional methods for progress.
🔝 Step 7: Reach the summit. This step is easier said than done and for many might take countless tries. But the euphoria of reaching the top is unparalleled. It's a testament to your patience and resilience, and whether you choose to continue playing after that victory is a philosophical question in and unto itself.
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