
Earn Your Bad Ending: It's actually pretty difficult (though not impossible) to get the bad ending without deliberately trying, as it requires you to screw up in a very precise way at the very last challenge of the game.And the game will kick/ban you if you're caught streaming the chat room. Do Not Spoil This Ending: After completing the game you are presented with a screen regarding your "reward", that asks you to confirm you are no longer recording or streaming then it asks for your name, and lets you into a chat room of a sort, letting you leave messages for Bennett and the other successful climbers.While the shortcut is generally more difficult to pull off than just climbing up the normal way, it is used universally by speedrunners to shave ~10-20 seconds off their time (and has the added advantage for everyone else that, unlike taking the slide route, there's almost no possibility of falling back down to the lakeside). With a very precise jump, it is possible to leap from the building just before the grill all the way up to the stairs, bypassing a small chunk of the game. Difficult, but Awesome: The "Slide Skip", one of the only shortcuts in the game.The embodied resolve in his uphill ascent. Narrator: In this you are his will, his intent. Determinator: The Man, according to Foddy, with the player representing his determination.The game also explores the concept of game making and what makes a "b-game", as well as making games meant to reward or entertain a player. Deconstruction Game: On awkward controls and Checkpoint Starvation.And it immediately puts you back at the starting point if you do. Death Is a Slap on the Wrist: The only way to die is to jump into the lake to the left of the starting point.Deadpan Snarker: Foddy's narration includes various inspirational quotes delivered in a matter-of-fact way whenever the player loses progress, but to more than a few players they come off as Foddy sarcastically rubbing salt in their wounds.Continuing is Painful: While you can't die per se (except in the lake at the beginning), the mountain is designed so that you can fall all the way back to the beginning at almost any point.Contemplate Our Navels: As you make your trek up the mountain, Bennett talks about his inspiration for making this game, the culture of consumerism, and particularly the nature of failure (and getting back up from failure).At the very least, the game saves your progress for good OR bad, as narrated by the man himself. If you fall, you can fall all the way down the mountain, and the only way to get back up is to climb up again. Checkpoint Starvation: There are no checkpoints.The latter scare has massive frustration potential. Appears from a gift box that falls near the Anvil and, more infamously, at the Church Bell. Bat Scare: A Screamer Prank caused by a massive swarm of the things that produces a loud roar combined with cacophony of bat noises.Sometimes, when the player falls far enough, Foddy gives the player some words of encouragement. Overlaying the game is narration by Bennett Foddy himself, discussing video game design, musing about disposable culture, and talking about the game that inspired Getting Over It, a 2002 B-game called Sexy Hiking. And given the awkwardness of the controls, and the difficulty of scaling many sections, this is likely to happen many, many times over the course of the game. The game is designed to be frustrating a few mistakes can send you plummeting all the way back down the mountain to where you started the game. Similar to QWOP, this is a game about having very awkward and unreliable controls for the task at hand, but it is a much, much longer game. The climber is nothing more than a torso sticking out of a cauldron, and as such, can slide off surfaces and has no ability to jump and climb himself. Getting Over It With Bennett Foddy is a platform game built out of recycled assets by Foddy in which you must climb over a mountain of assorted garbage using only a sledgehammer.
