Skip to main content

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.

Documents
2
newest 12 May 2026

Connections

Each row is a game or company named alongside Getting Over It with Bennett Foddy, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

Documents about Getting Over It with Bennett Foddy

Cover of Launch Success on Steam: Are There Correlating Metrics?
Article

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.
Game Discovery NowMay 2026
Cover of Mental State Transition in Gaming Experiences
Whitepaper11 pages

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.
DiGRAJan 2020