Getting Over It with Bennett Foddy similar games & best alternatives

Getting Over It with Bennett Foddy

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

Should you play it?

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

What works
  • Unique challenging gameplay
  • Meaningful philosophical commentary
  • High skill development
  • Rewarding sense of accomplishment
  • Engaging audio narration and music
Things to keep in mind
  • 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

What to play next

Similar games, hidden gems, and fresh directions from this game.

Top picks

Games that feel the closest overall

  • Duet

  • Jump King

  • BZZZT

  • Fork Parker's Holiday Profit Hike

  • EDGE

  • Grapple Dog

  • Boson X

  • Lunar Flight

  • Egging On

Hidden Gems

Less popular games with surprisingly high similarity

  • Grapple Dog

  • Pro Pinball Ultra

  • 1 Screen Platformer

If you liked…

Recommendations by what you enjoyed most

  • Competence

    Martial Arts Brutality

  • Growth

    Eraser

  • Autonomy

    Quake Live

Similarity map

Explore nearby similar games and see why they’re close.

How to use the graph
Similarity map

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

  • Purple star: this page’s game — everything on the map is relative to it.
  • Coloured chips: click to highlight games that mainly differ on that motivation; click again to reset.
  • Dotted line: link between this page’s game and the one selected for comparison.
  • Hover a dot for a screenshot preview, score, and top score gaps; click to compare in the panel on the right.
  • 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 (hidden on purpose).

Getting Over It with Bennett Foddy: Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Competition, Status, Story, Intimacy. It leans lower than usual among comparable games on Expression, Creativity, Violence.

Why this game works

A motivational profile of the game, with the closest similar game for each player motivation.

  • Autonomy

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    "Players have full control over their movement, weapon choice, and strategies with no imposed progression or forced routines."

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  • Competence

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    "The game requires skillful mouse or touch input for attacks and blocks, strategic deck building, and mastering complex mechanics, providing strong competence feedback."

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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."

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  • Cooperation

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    "The game is a single-player experience with no cooperative elements."

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  • Creativity

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

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    "Gameplay follows a fixed path and mechanics with no player creation or modification."

  • Domination

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

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  • Escapism

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

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

  • Expectation

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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

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

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

  • Exploration

    Game with the same Exploration vibe

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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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    "No character customization or self-expression features."

  • 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

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

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  • Intimacy

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    "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

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    "No leadership or group management roles."

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  • Progression

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

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

  • Relaxation

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

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  • Sensation

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    "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

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

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  • Strategy

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

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    "Tension and suspense arise from risk of falling and losing progress."

  • Value

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

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    "Players perceive good value for time invested due to unique experience and personal growth."

  • Violence

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

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    "No combat or destruction; gameplay is constructive in nature."

  • Survival

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

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Last update: 01/06/2026