After QWOP became a cult hit, Foddy wanted to design with frustration rather than against it. He built on Jazzuo's 2002 B-game Sexy Hiking, distilling play to a man in a pot climbing with one hammer — and no mercy.
The idea
A mouse-driven hammer, zero checkpoints: any slip drops the player back down the mountain, while Foddy narrates the ordeal — frustration is the game.
The player drags the hammer with the mouse to climb; every fall can undo minutes or hours of progress because there are no checkpoints. Foddy recorded dry philosophical commentary over the climb, released it in 2017, and watched streamers turn their rage into the show.
Foddy's own site says it 'really caught fire with streamers,' that speedrunners embraced it, and that a genre of punishing physics games is now called 'Foddian.' Steam advertises '2 to ∞ hours' of play, with a median finish of 5 hours and a mean 'closer to ∞.'
Getting Over It with Bennett Foddy is a climbing game whose entire pitch is cruelty. The player controls a man in a pot who scales a mountain using only a hammer, dragged with the mouse; there are no checkpoints, and one bad swing can send him tumbling back near the bottom. Foddy's own site describes it as 'a game I made for a certain kind of person. To hurt them.'
It was a deliberate escalation of ideas from his earlier cult game QWOP and an homage to Jazzuo's 2002 B-game Sexy Hiking. In a GDC talk and interviews, Foddy argued that frustration is a legitimate palette for game design, that the history of games is full of frustrating experiences, and that players enjoy being 'griefed' — tested by obstacles that seem unfair until overcome.
The game became a streaming phenomenon: Foddy notes that nearly all of the biggest streamers played it, and their reactions — swearing, abandoning the climb, then returning — became the content. Its name spawned a genre label, 'Foddian' games, and its speedrun community treated the mountain as a route to be mastered rather than an insult.
No checkpoints make every gain provisional, so the emotional stakes of each swing stay high for the entire run.
Foddy's deadpan narration reframes failure as comedy, giving players and viewers a stance from which to laugh at their own suffering.
One-mouse control is brutally simple, which makes the game instantly understandable and watchable for streaming audiences.
The game is honest about its cruelty, so finishing it feels earned — the contract was to endure, not to be coddled.
Design can target the emotion the audience actually wants — even frustration — if the contract is honest: promise to hurt, then let players choose to endure.
The term 'Foddian' became shorthand for a genre of unforgiving physics games that followed in its wake, and Getting Over It remains a staple of streaming marathons and speedrun events. Foddy continued to make games and to talk publicly about designing difficulty and frustration; his official page still documents the game's legacy across the streaming and speedrunning communities.
FOLLOW THE EVIDENCE
The sources
- Here's Why the Designer of 'QWOP' Likes Making People Mad Vice (Motherboard) · vice.com ·
- Getting Over It with Bennett Foddy — official page foddy.net · foddy.net
- Getting Over It with Bennett Foddy on Steam Steam · store.steampowered.com