game design

GETTING OVER IT: WHY BENNETT FODDY'S GAME STILL MATTERS

I fell off the orange at the two-hour mark. Not a small fall. The kind of fall where you watch yourself slide past every landmark you spent the last ninety minutes carefully climbing, the camera pulling back as the mountain shrinks above you, until you're sitting at the bottom again, next to the same rocks where you started. Bennett Foddy's voice came in, calm and measured, and said something about how losing progress feels like losing a part of yourself. I closed the game. I opened it again eleven minutes later.

That was 2017. Getting Over It with Bennett Foddy came out in October of that year, and it has not stopped being relevant since. Not because it's a great game in the traditional sense. It's barely a game in the traditional sense. A man named Diogenes sits in a black cauldron, holding a Yosemite hammer, and you move the hammer with your mouse to climb a mountain made of junk. There's no score. No lives. No checkpoints. You climb until you reach the top or you fall and climb again. That's the whole thing.

But that description misses what makes Getting Over It with Bennett Foddy genuinely important. This game changed how indie developers think about difficulty, how streamers think about content, and how players think about what they're actually doing when they sit down to play something hard.

The voice in the mountain

Most games try to get out of your way. Minimize UI, reduce friction, let the player enter a flow state. Bennett Foddy did the opposite. He recorded hours of narration that plays as you climb, triggered by your progress, your failures, and the time you've spent. Fall to the bottom and he'll talk about the B-game tradition, about developers who intentionally made frustrating experiences. Reach a new section and he'll quote philosophers or reference obscure shareware from the 90s.

The narration does something I haven't seen another game replicate well. It contextualizes your frustration while you're experiencing it. You're angry. You just lost twenty minutes. And then this guy's voice comes in and explains why the designer chose to make you feel this way, why the lack of checkpoints is a deliberate decision, why your suffering has a point. It's like having a conversation with the person who built the thing that's torturing you, except the conversation is thoughtful and you can't argue back.

Foddy talks about trash culture, about how the game is built from found objects and recycled assets, about the philosophy of starting over. He references Sexy Hiking, the 2002 game by Jazzuo that directly inspired Getting Over It. He's honest about his influences in a way that most game developers aren't. There's no pretense that this is wholly original. It's a refinement of an idea someone else had, and Foddy is transparent about that, which makes the whole experience feel more genuine.

The voiceover also solves a fundamental problem with rage games. Without it, Getting Over It is just a frustration machine. A really well-tuned one, sure, but still just a thing that makes you mad. With the narration, the frustration becomes the subject of the game rather than just the experience of it. You're not just climbing a mountain. You're participating in an argument about whether this kind of game should exist.

Why it went everywhere

Getting Over It launched at the exact right moment for streaming culture. Twitch and YouTube were hungry for games that produced visible emotional reactions, and this game was a reaction factory. The tension is inherently visual. Viewers can see the height. They understand what a fall means. When it happens, the streamer's response is real, not performed, because you can't fake the feeling of losing an hour of careful progress.

The game sold over four million copies in its first year, which is absurd for something this intentionally hostile. But the sales numbers make sense when you consider the viewing numbers. Millions of people watched Getting Over It before they ever played it. They watched PewDiePie and Markiplier and hundreds of smaller streamers lose their minds, and then they thought "I could do better" and bought it. That confidence was misplaced for most of them. The game doesn't care how good you think you are.

What made it special as streaming content wasn't just the rage, though. It was the narration creating quiet moments between the chaos. A streamer would be climbing, Foddy's voice would say something genuinely interesting about game design or philosophy, and the streamer would pause and actually engage with the idea. Those moments gave the content texture. Pure rage games produce diminishing returns as content because anger is monotonous. Getting Over It paced itself, alternating between tension, failure, reflection, and attempt.

The genre it built

Getting Over It didn't invent rage games. It didn't even invent climbing rage games, since Sexy Hiking existed fifteen years earlier. But it established the template that every climbing game since has followed or reacted against.

Jump King came in 2019 with a stripped-down version. No narration, no physics manipulation, just a charge-based jump and platforms that get progressively more punishing. It's purer in some ways. The absence of commentary puts all the emotional weight on the player. You supply your own meaning for why you keep jumping.

Pogostuck added multiplayer, which transforms the psychology completely. Watching someone else fall past you is funny. Falling past someone who just fell past you is a different flavor of pain. The social element dilutes the isolation that makes Getting Over It work, but it adds something else, shared suffering, that has its own appeal.

Only Up moved the concept into 3D, trading the hammer for standard platforming controls. A Difficult Game About Climbing mapped each hand to separate inputs. Every one of these games owes something to Getting Over It, and if you want a deeper dive into the modern climbing-rage lineage, it's a whole rabbit hole on its own. Every one of them made a specific choice about what to keep and what to discard. The narration is almost always the first thing to go, probably because nobody else could pull it off with the same credibility. Foddy is an academic who studies game design. His commentary comes from genuine expertise, not from a character. Imitating that would feel hollow.

Speedrunning and the inversion of intent

The speedrunning community around Getting Over It is one of the best examples of players completely inverting a game's intended experience. Foddy designed a game about patience, loss, and the slow accumulation of skill. Speedrunners beat it in under two minutes. The current world record is somewhere around one minute and twenty seconds, which means someone can climb a mountain that took me two hours to get halfway up in less time than it takes to make instant ramen.

Watching a Getting Over It speedrun is disorienting. The movements don't look like the same game. Runners use the hammer physics in ways that seem like exploits but are actually just a deeper understanding of the same system casual players interact with. They launch themselves using momentum transfers that look impossible until you understand the physics, and then they look merely improbable. The snake section that takes new players ten minutes gets bypassed in a single fluid motion. The orange, the thing that ended my first real run, barely exists in a speedrun.

What's interesting is that Foddy seems fine with this. The physics system is consistent enough that speedrunning feels like a natural extension of the game rather than a violation of it. The hammer does what the hammer does. If you understand it well enough to fly up the mountain in ninety seconds, you've demonstrated a mastery that's just as valid as the person who spent forty hours reaching the top for the first time. Both players went through the same learning process. The speedrunner just kept going.

The speedrunning community also keeps the game alive in a way that single-player experiences usually don't sustain. New routes get discovered years after release. Optimizations shave fractions of seconds off records. The mountain hasn't changed, but the community's understanding of it keeps evolving. For a game about the frustration of repetition, it's fitting that the most dedicated players are the ones who repeat it the most.

What it taught developers

Before Getting Over It, difficulty in indie games was usually either accidental or apologetic. Hard games existed, obviously. But most of them didn't foreground the difficulty as the point. They were hard because the mechanics demanded it, or because the genre expected it. Getting Over It said the quiet part loud: this game is hard on purpose, the difficulty is the content, and if you don't like that, the game isn't for you.

That's a powerful statement for indie developers, because it gives permission to make something that not everyone will enjoy. The games industry, especially the marketing side, pushes hard toward accessibility and broad appeal. Those are good goals. But Getting Over It proved that you can sell four million copies of something specifically designed to frustrate people, as long as the frustration is fair and the game is honest about what it is.

The fairness part matters. Getting Over It works because the physics are consistent. Every input produces a predictable output. When you fall, it's because you moved the hammer wrong, not because the game glitched or the hitbox lied. This consistency is what separates a rage game from a bad game. A bad game makes you angry because it's broken. A rage game makes you angry because you're not good enough yet. The "yet" is what keeps you playing.

Foddy also demonstrated that a game can have opinions about itself. The narration is essentially a design document delivered in real time. He tells you why he didn't include checkpoints. He tells you about the tradition of difficult games. He contextualizes his own work within a lineage of intentionally frustrating software. Most developers hide this thinking in GDC talks and postmortems. Foddy put it in the game itself, which means the player encounters the reasoning at the exact moment they need to hear it, right after they've fallen and are wondering why anyone would design something this cruel.

The mountain is still there

Getting Over It with Bennett Foddy is almost nine years old. The graphics were dated when it launched. The concept is simple enough to describe in one sentence. Dozens of games have copied its formula with better production values and more forgiving design.

None of them replaced it. The original still has active players, active speedrunners, and a presence in gaming culture that most AAA games lose within months of launch. Part of that is the narration, which gives the game a personality that clones can't replicate. Part of it is the physics, which hit a sweet spot between controllable and chaotic that's harder to calibrate than it looks. Part of it is just timing. The game arrived when the culture needed it, when streaming was peaking and players were hungry for something that produced genuine emotion rather than manufactured spectacle.

I still play it sometimes. Not to beat it, I've done that. Not to speedrun it, I don't have the patience for that level of patience. I play it because the climb feels good in a way I can't fully explain. The hammer has a weight to it. The surfaces respond in ways that make sense once you understand them. And every now and then, Foddy says something that makes me think about why I play games at all, which is a weird thing for a game about a man in a cauldron to accomplish, but here we are.

← Back to the Sketchbook