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YMMV / Getting Over It with Bennett Foddy

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  • Awesome Music: The appropriately-titled tracks that sometimes play when you fail.
  • Better as a Let's Play:
    • The game is designed to frustrate the player, featuring no checkpoints and making it so even a minor slip-up can send the player back to the start of the game. All sorts of highlight videos of let's players and streamers exist on YouTube showcasing the rage players go through for our entertainment, which is ironic, given Bennett Foddy goes out of his way to insult people who would rather watch a Let's Play than play the game themselves.
    • Case in point: Watching players hook the snake and their subsequent reactions is pretty funny. However, if you happen to experience it yourself... well, hope you have good self control or something immediately next to you other than your keyboard or computer that's safe and inexpensive to invoke Percussive Therapy on.
  • Catharsis Factor: Watching speedruns of the game can be extremely satisfying, the least of which is due to Foddy being completely quiet because the player blitzes through the game before he can start yapping.
  • Demonic Spiders: While there are no actual enemies, the infamous snake near the end of the game technically counts. Hooking the snake (accidentally or not; there is a sign that warns you not to touch it), sends the player back to the very beginning. It's also in an area where it's very easy to hit by accident; you could slip off the bucket or accidentally launch yourself off the ice cliff, both of which can cause you to careen right into the snake.
  • Fan Nickname:
    • For the various places that the player must surmount. In particular, "Devil's Chimney" for the lit corridor above the girder, "Orange Hell" for the area with that fruit, and "(Child) Slide Skip" for the speedrun strategy of going directly to the stairs from the grill area, come from the NLSS crew, who also nicknamed Diogenes "Dylan". There's also "The Pit" for the lowest area of the map.
    • Amongst Japanese streamers, this game is called "tsubo-oji" (壺おじ, literally "pot old man"). Yes, that's for the whole game, not just the Player Character.
  • Hype Backlash: Plenty of reviews have said the game is overrated as a result of how many people have praised its design and commentary on difficulty, game design, and the struggles of life, and argue that Getting Over It instead feels like a pretentious, cheaply-made troll game that takes itself far too seriously.
  • It's Short, So It Sucks!: One of the few complaints about the game that isn't based on its difficulty is that the game is very short once you've got the hang of the controls. Even if you aren't going as fast as you possibly can, the game can be beaten in only a few minutes once you get used to the controls. Speedruns of this game have taken under two minutes to finish; the world record is under sixty seconds. Plus, once you've "gotten over it" and climbed to the top of the mountain, the Catharsis Factor involved and seeing the secret reward that you get for completing the game means there's little replay value.
  • Most Wonderful Sound: The soft harmonization that slowly fades in when the player finally Gets Over It.
  • Nightmare Fuel:
    • The bat Jump Scare comes completely out of nowhere, is the only such obstacle in the game, and does so at a time when the player is heavily concentrating so as to throw them off their rhythm as much as possible.
    • The bad ending is oddly eerie. Bennett's tone is just... off, and he never speaks quite this way anywhere else in the game. Some players view it as cruelly mocking, in sharp contrast to his usual upbeat, if slightly sarcastic, narration. Others perceive it as unusually soft and filled with pity, telling someone a very hard truth that even Bennett doesn't want to deliver. No matter which interpretation you go with, it's somewhat jarring.
      Bennett Foddy: You got so close, but this is past mending. You got the bad ending.
    • Many view Getting Over It as a metaphorical struggle; no matter how many times you fall, you have to get back up and keep climbing the metaphorical mountain in everyday life. When they get very close to climbing that mountain and achieving everything, most succeed... but some get stuck and fall all the way back to the start with no hope of ever getting back up. It's a bit chilling to think about.
    • While we're on the topic of metaphorical significance and parallels to life, how about the fact that you can fall in the pond at the very beginning and die?
  • Nintendo Hard: There are no enemies, invisible blocks that ruin your path, no Kaizo Traps or Fake Platforms. The biggest enemy in this game is the controls and your own patience in learning how to use them properly. Once you've climbed the mountain, the game can be finished in under a minute. That said, it's still known as a rage game for a reason.
  • Spiritual Successor: To Sexy Hiking.
  • That One Level: While the game doesn't have levels, per se, it can roughly be divided into areas and challenges. Three spots in particular tend to be major sticking points for players (to the point where each has a Fan Nickname), and each of them - if failed - have the potential to send the player back to the very beginning of the game:
    • "The Devil's Chimney": The game's first major challenge, this area is a tight, slightly-slanted vertical column with two lamps placed partways up the walls, all positioned over a fairly slippery rock slope. In order to ascend, the player has to jump upwards and use the lamps to propel themselves upwards. The tight confines prevent wide swings, which most beginner players heavily depend on, and the jumps require a high degree of precision. Falling out of the bottom is a major nuisance, because the rock is just slippery enough that it makes precisely positioning yourself for the first jump very annoying; even more annoying, getting out of the top the player must be careful or they risk flinging themselves off to the left (since the tree that many may mistake for solid is actually in the background), which will likely land them back down at the base of the mountain. Based on game data collected, Foddy has said that fewer than half of the game's players ever get past this obstacle.
    • "Orange Hell": A series of sheer cliffs that lead up towards the church. While there are a variety of strategies for tackling this portion of the game, the margin of error is one of the tightest in the entire game (and the very first challenge in this section requires the player to get out from under an overhang, by either swinging from the side of the cliff or using a very precise jump). Even a minor slip can send the player on an irrecoverable tumble that, at best, will land them back down at the slide; at worst, the player can sail OVER the structure the slide is attached to and end up back at the literal beginning of the game.
    • "The Ice Cliffs": Probably the single-most difficult challenge in the entire game, the ice cliffs are an extremely steep set of icy, very slippery surfaces leading up to the penultimate obstacle of the game. They are far too sheer to ascend and the only way they can be passed is by using a series of tiny, invisible handholds where the hammer can dig in. Of the three, this challenge is probably the kindest in that even if you fail it, players typically won't fall back farther than the bucket, though a particularly unlucky player (or one who isn't careful with where their hammer is pointing) can wind up hooking the snake and riding it straight back down to the beginning of the game.

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