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Sorry I went on a tangent there, but I've gotten into this game more than I thought I would when I bought it, and I've been trying to speedrun it a lot lately. Anyways, if you don't feel like it'd be worth winning just to feel the accomplishment and pride that would go along with winning, that you'd need some great reward to make it worth it, then no. This game isn't for you. I still recommend it, it's cheap, fun (if you've got patience) and a great experience (at least it was for me,) but what happens when you win honestly doesn't really equate to much of anything compared to the sense of pride you feel the first time you beat it, if you do.
I'm not judging you, I understand that not everybody likes unreasonably-difficult games, I'm just saying that you have to like a challenge to really enjoy this game (or at least be able to push past the rage and win anyways, even if you don't like the challenge)
You're way off base there. The people who are saying those things are nothing more than pouty children who lack the attention span and the basic intellect required to navigate simple obstacles. Simply put, they are pathetic losers.
Nothing about this game is unfair, and the controls are absolutely perfect. Any failure that you encounter in this game will be entirely your own fault, and recklessness/disregard for your surroundings will result in failure. If you're not prepared for that, stay away from this game and play something easy. This game is not for crybabies who blame the controls for their shortcomings.
While I of course haven't played the game, from what I've seen and heard from the game, it is definitely unfair. A difficult but fair game will have tight controls and consistency. Compare this game to something like Kaizo Mario. In Kaizo Mario, the controls are very consistent and responsive. Everything acts in a predictable way. The obstacles you face are difficult and the mechanics are hard to master, but due to the tight controls and consistency, with repeated attempts you can master each level. Every action will have the same result, so it's a matter of learning the full extent of how Mario controls and his mechanics, as well as timing. This game, on the other hand, I've heard has a delay in its controls which adds to the difficulty, and it's not very consistent. If the hammer followed your mouse perfectly, then that would be a different story. The player would be in full control and it would truly be their fault if they missed a jump or fell to the bottom. The game is also designed in a strange way where the level design relies on finer, slower, careful movements, and yet the game only truly responds with more quick and careless movemtns, as being careful can make you suddenly slip even if you were perfectly still. The creator himself even said that he designed the game using "like a $5 Amazon mouse," and when playing with a more responsive mouse, something that would be a benefit while playing any other game, he had to turn the sensitivity down. The game's obstacles don't make much sense either. The devil's chimney, for example, many people have struggles with due to delayed controls and lack of consistency. Even speedrunners, people who will try every technique and do sections of a game over and over to perfect it, even speedrunners will have difficulty with the devil's chimney, if only for a brief moment. Even Bennett Foddy himself has trouble with them. Then comes the narration, in which Bennett Foddy himself says how he is guilty. he talks about how this was based on Sexy Hiking, which was a B games, and that B games are more made for the joy of creating, rather than being a polished product, meaning that it was not truly meant for consumers to play. He then goes on to say that while designing obstacles that he couldn't get past, he felt like he failed as a player rather than as a builder, and that should never be the mentality of a game designer. When the game is so inconsistent and has no tight controls, the blame should immediately fall onto failure as a builder rather than as a player. I'll say again, that I have not played this game of course, so I could be wrong, but from what I've heard and seen of this game, the controls aren't consistent, but the problems are. Rather than testing the skills of the player, it seems to be more of player fighting the game. But, I digress. Those who can still enjoy it, great. I bet I would enjoy the game too, though you can't call something perfect. You must be able to admit flaws.
It's true you that it's incredibly hard to master the game itself. It's true that even speedrunners can have problems on parts they've passed hundreds of times on their first try, but it's because of the nature of the game that these things can happen. At multiple points can trying to move the sledghammer while its close to you still push you off a ledge, accidently pogo, or launch yourself off a ledge. Once you've mastered the way the physics work in this game, it becomes easier to develope consistency, but the thing that makes the game difficult to perfect is because due to how the games physics work there is a huge margin of things that can go wrong at any given time. I think a game like this can't be compared too heavily with a game like Kaizo Mario, because in Kaizo Mario the gamer has to rely a lot on timing or it results in death and a restart of the level. In Getting Over It there are no checkpoints or restarts. The gamer gets to go as fast as they please. Diogenes (The man in the pot) can fling himself at lightspeed if you know how to grapple right. The Devil's Chimney can look trivial if you know how to pogo and push. There's an incredible burden of knowledge that the player can whip out if they know how to do it (hell, World Record speedrun holder Lumonen has recently figured out how to skip the chimney altogether) but it's all up to chance if they can pull it off. In Kaizo Mario there's one way to do most of the game; in Getting Over It you only risk restarting if you fail to do a specific jump a certain way and then proceed to push yourself towards backtracking. Of course, I'm not saying the game isn't without its flaws, in fact I'm saying this game has many flaws. It's certainly made its share of gamers angry with its wobbly controls, but we can't forget that it was made that way. Bennett is to the punch when he said it was made to hurt that specific kind of gamer. Lest we remember that the narrator taunts you when you mess up, and it tends to punish you the faster and angrier you go. The appeal in this game is the flaws; the fact it drives you insane; the fact the controls are against you; the fact that speedrunners can have a hard time. It's a truly difficult game in its own right, and I think every person should at least try to Get Over It. Just once.
Edit: Also Bennett isn't a speedrunner, he's a developer; and he did his job: Providing a game you can complete. Sure he playtested the game with a "$5 Amazon Mouse" but that isn't to say he perfected his own technique or anything. You can complete this game without trackpad tuning under the harshest of conditions. It's entirely possible.
False. There is no delay in the controls.
The hammer follows your mouse perfectly.
False. If you'd played the game, you'd know that's not true.
Irrelevant.
That's what the sensitivity setting is there for.
False. With the right technique, the devil's chimney is child's play. The trick is to not rotate the hammer, but rather to flick it.
False. With enough practice, speedrunners have difficulty with nothing. It just becomes a matter of efficiency; as is the case with all video games.
Creators are not automatically experts at their own games. Bennett Foddy is no exception.
Yes, sexy hiking is a B game. When did Foddy say this game is too?
Exactly. As I said before, failure in this game is always the fault of the player, not the designer.
Obviously. :)
Is it my propensity to use the word 'false'? :P