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Getting Over It with Bennett Foddy similar games & best alternatives

Getting Over It with Bennett Foddy

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

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Quick resume

A game I made for a certain kind of person. To hurt them.

Global score

82/100

Genres

Action, Adventure, Platform, Simulator, Indie

Similar games

    Pros

    • Unique challenging gameplay
    • Meaningful philosophical commentary
    • High skill development
    • Rewarding sense of accomplishment
    • Engaging audio narration and music

    Cons

    • High frustration and difficulty
    • No cooperative or social gameplay
    • Limited environment and content
    • Punishing setbacks with loss of progress
    • Not suitable for casual or impatient players

    Motivations

    • Autonomy

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    • Competence

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      "The game requires mastering difficult and precise mouse control, with a high skill ceiling and constant feedback on performance."

    • Competition

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      "Includes leaderboards and speedrun challenges, encouraging comparison with others, but many play casually or solo."

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      "While primarily a solo experience, some players engage with leaderboards and speedrunning challenges."

    • Continuation

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      "Players report habitual play, repeated runs, and long play sessions driven by progression and mastery."

      Capsule for One Step From Eden One Step From Eden

      "Many players report habitual play, repeated runs, and long sessions driven by mastery and perseverance."

    • Cooperation

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      Capsule for Five Nights at Freddy's 2 Five Nights at Freddy's 2

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    • Creativity

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      "Gameplay follows fixed mechanics and level designs; no player creation or modification."

      Capsule for Zuma Deluxe Zuma Deluxe

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    • Domination

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      "Interactions are individual and balanced; no social dominance or power dynamics."

      Capsule for Recursed Recursed

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    • Escapism

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      "Players use the game as a challenging distraction and stress relief, escaping real-life frustrations."

      Capsule for ALTF4 ALTF4

      "Players use the game as a mental challenge and distraction from real-life stress and frustrations."

    • Expectation

      Game with the same Expectation vibe

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      "Players engage voluntarily driven by intrinsic motivation and personal desire to overcome."

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      "Players engage voluntarily out of personal desire and intrinsic motivation to overcome challenges."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "The game encourages trying different strategies and mastering physics-based controls to overcome challenges."

      Capsule for David. David.

      "Players explore different techniques and approaches to master the unique physics and controls."

    • Exploration

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      "Limited environment variety but players explore movement possibilities and shortcuts within the single map."

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      "The game has a single environment but players discover new ways to navigate obstacles."

    • Expression

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      "No character customization or self-expression features."

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    • Fantasy

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      "The game is a humorous, exaggerated physics simulation but set in plausible environments without deep fantasy elements."

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      "The game is surreal and abstract but grounded in realistic physics and plausible mechanics."

    • Fellowship

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      "Primarily a solitary experience with minimal social interaction."

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    • Growth

      Game with the same Growth vibe

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      "Strong emphasis on learning, skill development, and improving through repeated attempts."

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      "Strong emphasis on learning, skill acquisition, and personal development through repeated attempts."

    • Health

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      "Sedentary gameplay with no physical activity involved."

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      "Sedentary gameplay with no physical activity involved."

    • Idle

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      -4

      "Requires continuous focus and attention; not suitable for passive or background play."

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      "Requires continuous focus and attention; not suited for passive or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No close social relationships or emotional sharing; purely individual experience."

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      "No close social relationships or emotional sharing; purely individual experience."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management roles."

      Capsule for Cast n Chill Cast n Chill

      "No leadership or group management roles."

    • Progression

      Game with the same Progression vibe

      4

      "Strong progression through leveling, skill acquisition, and item collection."

      Capsule for 河洛群俠傳 (Ho Tu Lo Shu : The Books of Dragon) 河洛群俠傳 (Ho Tu Lo Shu : The Books of Dragon)

      "Progression is measured by overcoming obstacles and improving skill rather than collecting items."

    • Relaxation

      Game with the same Relaxation vibe

      1

      "Some players find flow and relaxation after mastering controls, but initial frustration and tension are common."

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      "Some players find it relaxing and meditative after mastering controls, though initially stressful."

    • Sensation

      Game with the same Sensation vibe

      2

      "Visuals and sound are pleasant but not intense; the game provides moderate sensory stimulation."

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      "The game provides sensory stimulation through physics and audio but is not highly intense."

    • Status

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      "Some social recognition through leaderboards and achievements but mostly individual focus."

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      "Some social recognition through achievements and leaderboards, but mostly individual focus."

    • Story

      Game with the same Story vibe

      2

      "Narrative is minimal and subtle, conveyed through notes and environment rather than direct plot or missions."

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      "Narrative is minimal but present through developer commentary and philosophical musings."

    • Strategy

      Game with the same Strategy vibe

      3

      "Players must plan and coordinate movements to overcome obstacles, requiring mental challenge."

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      "Players must plan movements and use problem solving to overcome obstacles."

    • Thrill

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      3

      "Tension from risk of falling and relief upon success creates suspense and thrill."

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    • Value

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      4

      "Players perceive good value from time invested due to engaging gameplay and progression."

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    • Violence

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      "No combat or destruction; gameplay is constructive and creative."

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    • Survival

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      3

      "Players must avoid falling and failure, managing risk and timing to progress."

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      "Players must avoid failure and setbacks to progress, managing risk carefully."

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Creativity, Exploration, Expression, Story. Here, the score leans higher than usual among comparable games on Story. It leans lower than usual among comparable games on Violence, Fantasy.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Last update: 30/04/2026