OvO Game

Every OvO Section, Where the Coins Hide, and What the Skins Cost

Published · 2 min read

OvO's level list looks flat — Level 1, Level 2, and so on — but the game groups them into sections, and each section has its own achievement for finishing it. Knowing the sections tells you what each stretch of levels is trying to teach.

The seven sections

  • Tutorials. One move per level: run, jump, slide, dive, smash, wall jump. Do not skip them even if you know the moves; the coin routes start here.
  • Getting Serious. The moves start stacking. Slides into dives, smashes into high jumps. Levels are still short.
  • Higher Order. Vertical levels. Wall jumps and the smash-jump carry you up shafts; falling usually means a restart.
  • Mechanics. New objects: jumpers, breakable blocks, moving platforms. The tutorial line Smashing the jumpers won't activate them belongs here.
  • OvO Space Program. Low gravity. Jumps float, dives go a long way, and the timing you learned earlier is deliberately wrong.
  • Journey Through the Portal. Portals link parts of a level. The route through them is the puzzle; the execution is the platforming.
  • Community. Levels built by players and added to the main run. Finishing them earns the Community Work achievement, and finishing everything earns Purified.

Coins

There are 40 coins in the run plus one secret coin with its own achievement. They are never on the fast route. Look for a ledge above the flag, a wall you could slide down instead of jumping past, or a gap that a dive could cross in the other direction. The achievement list ticks off 1, 5, 10, 30 and 40 coins, so the first few come quickly and the last ten are the hunt.

Skins

Coins buy skins on the title screen. Pole costs 30, Knight 40, Erigato 50, Dark Knight 60, Alien 70. Others cannot be bought at all: Electrical, OvO+, Astronaut, Pulse, MaterWelon, Batter, Light Knight and The Fallen unlock from achievements, mostly for finishing sections. A skin is only a look — no skin runs faster.

Speedrun targets

The achievements set five time targets for a complete run: under 30 minutes (Runner), under 20 (Speedrunner), under 15 (Velocity master), under 12 (Top charts) and under 10 (Light speed). A first careful run usually lands somewhere near an hour. The 30-minute target is about not dying; 20 needs the slide-dive rhythm everywhere; anything under 15 means knowing every level's route before you start it.

Two settings worth turning on

Advanced mode, in the options, records a replay of each level so you can watch where the time went. Hard mode rebuilds the levels tighter and is the best reason to play the run a second time. Both are off by default, and both save with your progress in the browser.

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