Getting over it mobile Game Overview :-) Getting Over It revolves around a silent man by the name of Diogenes - who, somewhat ...
Getting over it mobile Game
Overview :-)
Getting Over It revolves around a silent man by the name
of Diogenes - who, somewhat true to his namesake, resides in a large
metal cauldron - and wields a Yosemite hammer, which he can use to grip
objects and move himself. Using the mouse or trackpad (controllers
are supported but make the game harder because of the lack of precision in the
joysticks), the player tries to move the man's upper body and sledge hammer in
order to climb a steep mountain.
The game is accompanied by voice-over
commentary by Bennett Foddy discussing various philosophical topics.
The commentary also provides quotations relating to disappointment and
perseverance when significant progress is lost by the player.
The
game increases in difficulty as the player progress up the mountain. There are
no checkpoints; the player is at a constant risk of losing some or all of their
progress.The
game concludes when a player reaches the highest point of the map and then
enters space. Upon reaching the conclusion, a message asks players if they are
recording the game play. When a player indicates they are not, the game
provides access to a chatroompopulated by other players who have completed
the game.
Foddy had been drawn to difficult games while growing up; living in
Australia in the 1980s and 1990s, he was limited to what was brought into the
country through imports, with many of these being games that lacked any type of
save mechanism and required players to be sent back to the start of the game if
their character died, such as Jet Set Willy. Into the 1990s, video game
developers in the United States and Japan began adding means to save or have
checkpoints, so players would not have to return to the start on death. Foddy
said, "The flavor of being sent back gradually disappeared up to the point
now where it's this boutique thing. People of a certain age still have that
taste, or maybe everyone has it, but it's been written out of the design
orthodoxy."
More recently, Foddy had seen a return of
difficult games such as through the Dark Souls series. In August
2017, Foddy observed that while there was outcry by players over the saved game
mechanism in Hellblade: Senua’s Sacrifice, which reportedly would erase
the player's save file if they died, other players readily took to the
challenge, showing renewed interest in games that were difficult by design. He
said, "whenever you see something that disproves a strongly held design
orthodoxy it's extremely exciting because it opens up new avenues for
exploration", and considered Getting Over It as his exploration
of this new development space.
Getting Over It was aimed towards
"a certain kind of person, to hurt them" and took inspiration
from Sexy Hiking, a similar game released by Czech video game
designer Jazzuo in 2002.
Getting over it mobile Game Screenshots :-)
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