They are far too sheer to ascend and the only way they can be passed is by using a series of tiny, invisible handholds where the hammer can dig in. "The Ice Cliffs": Probably the single-most difficult challenge in the entire game, the ice cliffs are an extremely steep set of icy, very slippery surfaces leading up to the penultimate obstacle of the game.Even a minor slip can send the player on an irrecoverable tumble that, at best, will land them back down at the slide at worst, the player can sail OVER the structure the slide is attached to and end up back at the literal beginning of the game. While there are a variety of strategies for tackling this portion of the game, the margin of error is one of the tightest in the entire game (and the very first challenge in this section requires the player to get out from under an overhang, by either swinging from the side of the cliff or using a very precise jump). "Orange Hell": A series of sheer cliffs that lead up towards the church.Based on game data collected, Foddy has said that fewer than half of the game's players ever get past this obstacle. Falling out of the bottom is a major nuisance, because the rock is just slippery enough that it makes precisely positioning yourself for the first jump very annoying even more annoying, getting out of the top the player must be careful or they risk flinging themselves off to the left (since the tree that many may mistake for solid is actually in the background), which will likely land them back down at the base of the mountain. The tight confines prevent wide swings, which most beginner players heavily depend on, and the jumps require a high degree of precision. In order to ascend, the player has to jump upwards and use the lamps to propel themselves upwards. "The Devil's Chimney": The game's first major challenge, this area is a tight, slightly-slanted vertical column with two lamps placed partways up the walls, all positioned over a fairly slippery rock slope.Three spots in particular tend to be major sticking points for players (to the point where each has a Fan Nickname), and each of them - if failed - have the potential to send the player back to the very beginning of the game:
That One Level: While the game doesn't have levels, per se, it can roughly be divided into areas and challenges.Most Wonderful Sound: The soft harmonization that slowly fades in when the player finally Gets Over It.It's Short, So It Sucks!: If you know what you're doing, you can beat the game in two minutes.Hype Backlash: Plenty of reviews have said the game is overrated as a result of how many people have praised its design and commentary on difficulty, game design, and the struggles of life, and argue that Getting Over It instead feels like a pretentious, cheaply-made troll game that takes itself far too seriously.