OvO: a stick figure, six moves, and a timer that never stops
OvO looks like a sketch on graph paper: a white screen, black lines, a stick figure with a hollow ring for a head, and a flag at the end of each level. There is no story and no enemy. The whole game is the movement system — run, jump, slide, smash, dive, wall-jump — and a clock in the top corner that keeps running until you touch the flag. Levels are short, often under fifteen seconds, and the game is built so that a clean run always feels a little out of reach.
The levels are grouped into sections. Tutorials teach one move at a time. Getting Serious and Higher Order start stacking them. Mechanics adds jumpers, breakable blocks and moving pieces; the OvO Space Program and Journey Through the Portal sections bend the rules with low gravity and portals, and a set of Community levels finishes the run. Along the way there are 40 coins tucked in corners you would never visit on a straight line, and skins to buy with them.
This site runs the original Dedra Games build (version 1.4.4) from ovogame.me itself: no third-party frame, no download, and it starts on a school Chromebook in a couple of seconds. Your progress, coins and best times save in the browser.
Controls & mechanics
| Action | Control | Purpose |
|---|---|---|
| Run | Left / Right arrows | Move; hold to build speed before a jump |
| Jump | Up arrow | A normal jump; press again against a wall to wall-jump |
| Slide | Down (on the ground) | Drops under low gaps; keeps your running speed |
| Smash | Down (in the air) | Slams straight down; breaks cracked blocks; jumping right after a smash goes higher |
| Dive | Up while sliding | A long, flat jump for wide gaps — the fastest way across a level |
| Restart | R / Ctrl+R | R restarts the level; Ctrl+R resets the whole run in Play mode |
How to get faster at OvO
- Chain slide into dive: Sliding keeps your run speed and the dive launches off it. Slide, jump, land, slide again: that rhythm covers most flat stretches faster than running.
- Use the smash for height, not just for blocks: Jump in place, smash, and jump again the instant you land. The second jump is taller than a normal one. Many ledges that look out of reach expect this.
- Wall-jump late: When you are sliding down a wall, the longer you wait before pressing Up, the further the jump carries. Waiting also lines you up under overhangs.
- Do not smash the jumpers: Bounce pads only fire when you land on them normally. Smashing onto one wastes the bounce, and the game's own tutorial tells you so.
- Restart early: The timer counts the whole run. If you fluff the first jump, tap R immediately instead of finishing a slow level; the best runners restart dozens of times per section.
Key features
- A real movement system: Six moves that combine: slide into dive, smash into high jump, wall slide into wall jump. Nothing else in the game matters as much as learning them.
- Timed to the hundredth: Every level shows a running clock and remembers your best. The achievements list has targets for finishing the full run in under 30, 20, 15, 12 and 10 minutes.
- Coins, skins and achievements: 40 coins are hidden off the main path. They buy skins — Pole, Knight, Dark Knight, Alien and more — while others unlock from achievements like finishing a section.
- Hard mode and replays: The options menu has a hard mode with tighter layouts, an advanced mode that records level replays, and a key-binding screen so WASD players are not stuck with arrows.
Game info
- Title: OvO
- Developer: Dedra Games
- Category: Platformers
- Platform: Web browser (HTML5)
- Levels: 40+ levels in 7 sections · 40 coins · 19 skins
Pro tip: A smash cancels your forward speed, so do it only when you need to break a block or set up the high jump. For height, the fastest input is Up, Down, Up with almost no gap — the second Up has to land on the frame you touch the ground.