Bennett Foddy • 2017 • PC (Microsoft Windows), Mac, Android, iOS, Linux

Bennett Foddy • 2017 • PC (Microsoft Windows), Mac, Android, iOS, Linux
Yes, if you want a compact but unforgettable test of patience and mouse control. Getting Over It is worth full price for people who enjoy mastery games, weird physics, and the kind of win that feels earned in your hands, not granted by levels or loot. Its special trick is how one simple tool keeps opening up: at first the hammer feels ridiculous, then it slowly becomes something you can actually think with. What it asks from you is steep. Falls can erase huge chunks of progress, the control scheme is deliberately awkward, and this is a terrible choice if you want to relax after a draining day. The mountain is short, but the emotional ride through it can be intense. The good news is that it saves your exact spot, so you can chip away at it in real sessions. Buy at full price if harsh challenge sounds exciting and you like proving you can do hard things. Wait for a sale if you are curious but unsure about frustration-heavy games. Skip it if repetition, mouse precision, or big setbacks make you miserable.
Players often say even tiny gains feel bigger than wins in longer games because progress comes from your own improved control, not levels, loot, or unlocks.
Many players praise how one odd mouse-driven tool creates a feel they remember for years. Even critics often admit the movement system is unlike anything else.
The running commentary gives failures a funny, reflective tone. For many players, it keeps the game from feeling mean and makes setbacks part of the joke.
The most common complaint is losing major progress in seconds after one mistake. Even players who admire the design often say these drops can wreck a session.
A large group of players never make peace with the movement. They describe it as awkward, tiring, or physically uncomfortable rather than pleasantly challenging.
Fans love the no-compromise design and the way it turns persistence into the point. Others see the same idea as repetitive frustration with little payoff.
It resumes easily and works in short sessions, but the mountain has no clean chapters, so stopping feels best when you reach safety.
You need steady hands and full screen attention, but the thinking stays narrow: read surfaces, judge angles, and keep the hammer under control.
The rules make sense in seconds, but comfort takes hours. Progress comes from repetition, calmer inputs, and accepting that big mistakes will hurt.
Few games hit this hard without enemies; long falls create dread, flashes of anger, and a huge rush when you finally stick it.
Games with a similar rhythm and feel, even if they look different