OvO Dimensions gives you a stickman, an exit flag, and a moveset small enough to explain in one sentence. Then it spends 80 levels proving that you did not really understand it. This is a precision parkour platformer in the purest sense โ no combat, no collectibles you need, no story. Get to the flag. Get there fast.
It comes from Dedra Games, a French studio, published alongside Venturous, and it was their first game on Poki when it landed in November 2022. It now sits at 4.1 from over 72,000 ratings, and it plays on desktop, phone and tablet.

Four keys, four actions. That is the entire game, and it is deliberately less than most platformers give you โ there is no dash button and no separate double jump. Everything beyond those four moves has to be produced by combining them.
This is the part that separates people who finish OvO Dimensions from people who quit at world three, and the game does not spell it out. Two specific combinations give you power that no single input can:
Both windows are tight, and both are the answer to a huge number of levels. If a section looks like it needs a move you do not have, you are almost always missing one of these two.
Worth knowing separately, because most players only ever use it for one of them:
The game is structured as 8 themed worlds of 10 levels each, and the worlds are not just new backgrounds โ each one changes a rule and then makes you re-learn your own moveset under it. Among them:
The name is doing real work. Where the original game was straight parkour, this one keeps interfering with the space you are moving through: gravity flips, portals you launch through at speed, and shifts in scale and perspective. A room you have already read can invert underneath you, and suddenly your muscle memory for which way is up is actively working against you.
That is the design idea. Your four moves never change; what changes is the world they operate in, so mastery is not about learning new abilities but about re-deriving the same ones under new physics.

Every hard platformer has the stretch people talk about, and here it is levels 53 to 60. This run is widely regarded as the gameโs real difficulty wall, and level 60 in particular โ where the gravity-shifting mechanics are at their most tangled โ is the one that ends most attempts at completing the game.
If you get there, treat it as a separate game. The skills that carried you through worlds one to five are necessary but nowhere near sufficient.
Both exist, both are good, and they want different things from you.
OvO Classic is the original: pure parkour with no environmental tricks, built around compact levels designed for speedrunning. If what you want is to shave seconds off a clean line you already know, Classic is the tighter experience.
OvO Dimensions is the follow-up, and it trades some of that purity for variety. More levels, more worlds, and a constant supply of new rules to solve. If you want the game to keep surprising you rather than keep timing you, this is the one.
The moveset is the same in both, so time spent in either transfers directly to the other.
For the same "read it early, move before you need to" precision in a different shape, Neon Challenge Legends runs a one-button version of the idea with hidden stars to complicate your route. And if you want a platformer that is genuinely trying to break you rather than train you, Getting Over It with Bennett Foddy is the other end of that scale entirely.
No download, no account โ pick a level, learn the slide-jump, and go find the flag.