What makes the comparison even more interesting is that, like Celeste, the game does encourage you to keep on going(through the narration that happens when you make mistakes), but given the design of the game, Ive seen more people get frustrated by this encouragement rather then motivating. It says so on the Steam page for the game itself that the games design is centered around outright "hurting" the player and making it frustrating for people to play. We then compare this to the man behind Getting Over It, who's intentions come from a more mean-spirited place. When it comes to the devs behind Celeste, they wanted the experience to be difficult for sure, but always reminded the player that it is possible and the controls they present to you are a reassurance that you have everything you need to achieve the goal of beating the game. Whats really cool about it though is how the intentions behind these two developers ended up creating drastically different kinds of experiences. I mean both of these games have the same goal(that being getting to the top of a mountain) and both set out to make these tasks very difficult for the player to go through(with the difficulty being a major point in the design). I just found it especially fascinating since these games weren't that far off from each other in terms of the time they came out. It just kept creeping up in my brain, and after a while I made the connection: These two games are(in essence) going for the same thing. ![]() One thing that has been stuck in my head after Ive beaten Celeste is this one other game I saw floating around Youtube channels for a while called Getting Over It with Bennett Foddy.
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