Getting Over It with Bennett Foddy
Game
2 documents in the library are about Getting Over It with Bennett Foddy, from writers such as DiGRA and Game Discovery Now. Each has a summary and key insights with the page they come from.
- How much revenue has Getting Over It with Bennett Foddy made?
- How many players does Getting Over It with Bennett Foddy have, and how is that changing?
- What do industry reports say about Getting Over It with Bennett Foddy's performance?
- Which games compete with Getting Over It with Bennett Foddy, and how do they compare?
Connections
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Documents about Getting Over It with Bennett Foddy
Launch Success on Steam: Are There Correlating Metrics?
Simon Carless of GameDiscoverCo examines whether metrics beyond raw wishlist counts can help explain Steam launch outcomes in 2026.
- The 'follower to wishlist' multiplier on Steam correlates with launch success; a higher multiplier (meaning more wishlists per follower) generally indicates lower conversion rates for games.
- Wishlist conversion on Steam is highly variable, with a 10-20x range in performance between 'wishlists at launch' and 'sales at the end of Week 1', making it an unreliable standalone metric.
- Poor reviews significantly impact sales, with data suggesting a 2-5x drop in sales over time for games receiving mixed or negative feedback.
Mental State Transition in Gaming Experiences
"Mental State Transition in Gaming Experiences" proposes a framework for understanding how players move between distinct mental states during play, integrating established theories of gaming enjoyment such as flow, player typologies, and MMOG motivation models.
- The authors propose a framework of how players move between mental states during play, combining flow theory, player typologies, and MMOG motivation models, with reward mechanics and invested mental effort as the main drivers of those transitions.
- Sustained engagement depends on dynamic balance, meaning difficulty and progression must rise in step with player growth; imbalances in challenge, or in the mix of teamwork and individual achievement, push players into other mental states or out of the game entirely.
- The framework is primarily conceptual and literature-based, supported by qualitative evidence from two case studies, Getting Over It with Bennett Foddy and Heroes of the Storm, built from live stream observation and interviews with eight players.