“It was supposed to happen.” There’s no save to reload and no checkpoint to return to. And there’s a sly little jazz sting, 1 an auditory replacement for Foddy’s smug, apologetic smile. Bennett Foddy offers his condolences in the form of an inspirational quote. Your cauldron hits the ground with a dull, metallic thud. But there are plenty of other ways to fuck up bad, and they all end the same way. If you’re like me, you’ll forget that the hammer’s physical extent never turns off and accidentally launch yourself off a cliff. Sooner or later, though, you’ll make a big mistake. The early moments teach you this silently and seamlessly: each area feels like a puzzle, wrestling with the cursor-only controls and the quirky, inconsistent physics until everything comes together at once, and you enjoy a few brief moments of satisfaction before moving on. The hammer is defined by what it can’t do: it can’t find purchase in smooth surfaces, it can’t stay put if your weight pulls against it, and you can’t fit it through tight spaces without plenty of awkward maneuvering. Your job is to climb a mountain made of garbage with only a sledgehammer. You are a man with a cauldron for a lower body. It’s built to get you angry, and it’s quite honest about it: from a designer so fascinated with frustration, it seems only natural. There are no tutorials, there are no checkpoints, and the game never fails to taunt you when you fall, Foddy himself voicing every jeer.
#GETTING OVER IT WITH BENNETT FODDY SNOWY MOUNTAIN TUTORIAL FULL#
Getting Over It bills itself as a masocore enthusiast’s dream, full of precision challenges and punishing setbacks. “I created this game for a certain kind of person, to hurt them.” -Bennett Foddy