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Mobile Games BuzzVerdict

Getting Over It with Bennett Foddy

4.1 / 5
How we rate

2017 · Platformer / Experimental


A man sits in a cauldron. He has a hammer. He must climb a mountain of garbage. There are no checkpoints. A single mistake can erase hours of progress. This is the entire premise of Getting Over It with Bennett Foddy, and it’s one of the most divisive games ever made. The mobile port, which arrived alongside the PC version in 2017, translates the experience with surprising fidelity. The question isn’t whether it’s a good port. It’s whether you want to put yourself through this at all.

The answer, for a surprising number of people, is yes. Getting Over It has built a community of devoted players who find something meaningful in its brutality. The game isn’t just difficult. It’s designed to interrogate your relationship with difficulty, with progress, with the sunk cost of effort. Bennett Foddy narrates your journey with philosophical observations about failure and frustration, and whether you find this profound or pretentious will likely determine how you feel about the entire experience.

The Hammer, the Mountain, and Unexpected Meaning

The touch controls on mobile are the game’s first surprise. You’d expect a game this demanding to suffer on a touchscreen, but the thumb-driven control of the hammer feels natural in a way that mouse control sometimes doesn’t. Dragging your thumb to swing the hammer creates a direct, physical connection to the movement that makes successes feel more earned and failures more visceral. Many players who’ve tried both versions actually prefer the mobile controls.

The level design, if you can call a continuous mountain of junk “level design,” is fiendishly clever. Every surface, every object, every gap is placed with surgical precision to create moments of crisis. A rock that seems like a safe resting point turns into a launchpad that sends you tumbling. A smooth surface that looks easy to traverse hides a subtle angle that catches your hammer wrong. The mountain teaches you its rules through failure, and the lessons never come cheaply.

Foddy’s narration elevates the game from a simple frustration simulator into something more interesting. As you climb, fall, and climb again, his calm voice offers thoughts on failure, on the history of difficult games, on the psychology of persistence. The quotes come from philosophers, game designers, and writers, and they land differently depending on where you are emotionally. After a devastating fall, hearing a reflection on the nature of lost progress hits with unexpected force.

The absence of any progression system, upgrade path, or even a save state is the game’s most radical design choice. Every time you play, you start where you left off, including where you fell to. Your only progress is your own improving skill, your growing knowledge of the mountain’s geography. This creates a purity of experience that almost no other game attempts. When you finally reach the summit, the achievement belongs entirely to you.

A Mountain of Frustration Without a Safety Net

The game’s defining quality is also its most alienating. Losing hours of progress to a single physics mishap isn’t just frustrating. It can feel deeply unfair, even when it technically isn’t. The physics system, while consistent, is complex enough that the hammer occasionally behaves in ways that feel unpredictable. A swing that worked perfectly ten times might catch a geometry edge the eleventh time and launch you backward.

The mobile-specific challenges add another layer of difficulty. Your thumb sometimes obscures the exact part of the screen you need to see. Sweaty fingers lose grip on the glass at the worst possible moments. The game demands sustained concentration, and mobile devices are inherently interrupt-prone: a notification, a phone call, an accidental swipe from the edge of the screen can all end a run.

The emotional toll is real. Getting Over It doesn’t just test your skill. It tests your ability to manage frustration, to accept loss, and to start again without resentment. Some players find this therapeutic. Others find it deeply unpleasant. The game doesn’t care which camp you fall into, and Foddy’s narration sometimes sounds like it’s gently mocking your suffering, which can feel hostile rather than philosophical depending on your mood.

There’s also an inherent ceiling to the experience. Once you’ve reached the top, once you can reliably climb the mountain in under an hour, the game has said everything it has to say. Speedrunning offers some replay value, but for most players, Getting Over It is a one-and-done experience. The journey is the point, and once you’ve completed it, there’s no reason to climb again beyond proving you can do it faster.

The Game as Argument

Getting Over It is less a game than a philosophical argument about what games should be allowed to ask of their players. Foddy designed it as a direct challenge to modern game design’s obsession with accessibility, engagement loops, and guaranteed progression. It makes a compelling case that difficulty without safety nets creates a kind of meaning that more forgiving games can’t access.

Whether you agree with that argument or not, the mobile version proves that the experience translates across platforms. The touch controls aren’t a compromise. They’re a different, sometimes better way to engage with the same brutal challenge.

Should You Play Getting Over It?

If you’ve ever felt like games are too afraid to let you fail, this is the antidote. It’s also worth playing if you’re curious about games as artistic statements, since Getting Over It has more to say about the medium than most games that explicitly try to be art. The mobile version is the most accessible way to try it: affordable, portable, and surprisingly well-suited to touch controls.

Skip it if the idea of losing hours of progress makes you anxious rather than excited. The game is upfront about what it is, and no amount of persistence will make it gentler. If you need checkpoints, progress bars, or any reassurance that your time investment is safe, this game will make you miserable in ways that aren’t fun.

The Verdict on Getting Over It

Getting Over It with Bennett Foddy is a game that exists to test your patience, your skill, and your willingness to keep going when everything tells you to stop. The mobile version is an excellent port with controls that sometimes surpass the PC original. The philosophical narration adds texture to what could have been a simple frustration exercise, and the design is tight enough that most falls feel earned rather than stolen. It’s not fun in any traditional sense, but it offers something rarer than fun: the genuine satisfaction of overcoming something that was designed to break you.