You're flying through the game, feeling like a parkour god, and then you hit the wall. Literally. Level 32 in OvO is one of those early "skill check" moments that makes people want to throw their keyboard across the room. It’s not just a platforming stage; it’s a lesson in momentum and hitbox management. Honestly, if you can’t get the slide-jump timing down here, the later levels in the Space and Nightmare packs are going to be a total disaster for you.
Basically, OvO relies on a physics engine that rewards "buffered" inputs. Most players approach level 32 like a standard platformer. They run, they stop, they jump. That is exactly how you fail. To beat level 32 in OvO, you have to treat the stickman like a projectile, not a person.
The level looks deceptively simple. You’ve got a series of tiered platforms and those annoying red spikes that seem to have a larger hitbox than they actually show visually. Most of the frustration comes from the verticality. You aren't just going left to right; you're climbing. If you lose your horizontal speed, you won't clear the gaps. It’s brutal.
The Mechanics of the Slide-Jump
Before you even touch the arrow keys, we need to talk about the slide-jump. This is the "secret sauce" of high-level OvO play. If you just jump, you get a standard arc. If you press the down arrow (or S) while moving and then immediately hit the jump key, you perform a long jump.
In level 32, this is mandatory.
The first section requires you to clear a spiked gap that is just a bit too wide for a normal hop. You need to start your run-up at the very edge of the starting platform. Tap down, then jump instantly. You’ll notice your stickman travels further and lower. This flat trajectory is what keeps you under the overhead obstacles that usually knock players back into the pit.
Timing is everything. Too early and you fall short. Too late and you slide right off the edge before the jump registers. It's a window of about 0.2 seconds.
Navigating the Middle Spikes
Once you clear that first terrifying gap, you’re met with a narrow landing zone. Don't stop. Friction in OvO is your enemy. If you stop moving, re-initiating your momentum takes more frames than just "chaining" your moves.
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The middle of level 32 features a small platform surrounded by spikes. A lot of players try to play it safe here. They land, wait, and try to line up the next jump. Bad idea. The game's physics actually make it easier to clear these gaps if you’re already at top speed.
Think about it like this: your speed determines your airtime distance. If you stop, you’re resetting your potential distance to zero. You want to land on the edge of the middle platform and immediately transition into another slide-jump. It feels frantic. It looks messy. But it works.
Avoiding the Ceiling Bonk
There’s a specific part of level 32 where the ceiling dips. If you jump too high, you hit your head, lose all forward velocity, and drop straight into the red. This is where most people get stuck.
To bypass this, you need to master the "low-profile" slide. By staying in the slide animation a fraction of a second longer before jumping, you keep your head lower. It's a weird quirk of the stickman’s hitbox. When you are sliding, your vertical hit profile is halved. If you jump out of the slide at the last possible moment, you’ll clear the gap while skimming right under the ceiling spikes.
The Final Ascent
The end of the level is a vertical climb. This is where wall-jumping becomes the focus. In OvO, wall-jumping isn't just about pressing away from the wall. It’s about "climbing" by hitting the jump button while still holding the direction key toward the wall.
On level 32, the final platforms are staggered.
- Hit the first wall high.
- Quickly tap the opposite direction and jump.
- Keep your fingers light—mashing the keys usually leads to an accidental ground pound, which will send you plummeting back to the start.
Honestly, the ground pound (pressing down in mid-air) is the leading cause of death on this level. If you panic and hit the down key while trying to time a landing, you’ll accelerate downwards into the spikes. Keep your thumb or finger away from that down key unless you are actively initiating a slide on flat ground.
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Why You Keep Failing the Last Jump
If you’ve made it to the final flag but keep falling short, it’s probably your approach angle. Level 32 ends with a flag situated on a slightly elevated platform. Many players try to jump "up" to it. Instead, you should try to jump "across" to it.
The momentum you’ve built from the wall jumps should carry you. If you find yourself losing speed, do a quick "turn-around" jump. It’s a bit of an advanced move where you flick the controls in the opposite direction and back again to reset the momentum counter. It sounds complicated, but it basically just tricks the game into thinking you’ve been running for longer than you have.
Real Tips from the Speedrunning Community
Look at the world record runs for OvO on sites like Speedrun.com. You’ll notice they don't even look like they're playing the same game. They use a technique called "pogoing" or frame-perfect jumping. While you don't need to be a pro to beat level 32, adopting a "never-stop-moving" mentality is the biggest tip any expert can give you.
The "death loops" are real. You die, you respawn, you immediately run and die again. Break the cycle. If you fail five times in a row, take a breath. Level 32 is a rhythm game disguised as a platformer. If your rhythm is off because you're frustrated, you will never hit the slide-jump window.
Some players find that changing their keybindings helps. Using the spacebar for jumping instead of the up arrow can give you a more tactile response, which is crucial for the split-second timing required here. Others swear by using a controller, though the d-pad precision on most modern controllers can be hit-or-miss for OvO's tight turns.
Actionable Steps for Your Next Attempt
Stop trying to "platform" and start trying to "flow."
Start the level and don't try to win. Just practice the slide-jump on the first platform for two minutes. Get the muscle memory down so you know exactly how long the slide lasts before the jump becomes a "long jump."
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Once you have that, focus on the ceiling clearance. If you hit your head, you jumped too early. If you fall in the pit, you jumped too late. It’s a binary problem with a very specific solution.
Finally, ignore the timer. The timer creates fake pressure. Level 32 doesn't have a time limit; only your own ego does. Slow down your brain, but keep your stickman fast. Chaining the moves is the only way to maintain the arc necessary to clear the final spiked corridor.
Go back in there. Focus on the slide-jump. Keep your trajectory low. Stop the ground pounding. You'll hit that flag sooner than you think.
Master the Movement
The most effective way to improve is to revisit Level 10 and Level 20. These act as "training grounds" for the mechanics that Level 32 demands. Specifically, practice the transition from a wall-slide into a long-jump.
Analyze Your Deaths
Check if you are dying to the spikes (undershooting) or the ceiling (over-jumping).
- Spikes: You need more horizontal velocity. Start your slide earlier.
- Ceiling: You are jumping too high. Delay the jump after the slide.
Refine Your Inputs
Ensure your keyboard doesn't have "ghosting" issues. If you press Down, Right, and Jump at the same time and one doesn't register, you'll never beat this level. Use a mechanical keyboard or a high-quality laptop deck if possible.
Proceed to the level now and focus exclusively on the transition between the second and third platform—this is the "make or break" point of the entire stage. Once you clear that consistently, the flag is yours.