no offense to firecat of course, this game is great, but there isn't really that much variety to levels, and it takes a lot of effort to make levels but not really a lot of benefit?
part of it is a bit of burnout since making levels in bopimo take a while, but to be honest it just doesn't really feel very fun to make levels, and because of that, there aren't really many levels around to play since they take so long.
sorry if there isn't really a order on this post, bopimo just doesn't feel like that fun anymore, that's all.
not really finding bopimo that fun anymore

loaf40
Joined Dec 2024
Posted 1 month ago

loaf40
Joined Dec 2024
Posted 1 month ago
i mean, what's your guys opinions?

leocat
Joined Jul 2025
Posted 1 month ago
I believe Bopimo! isnt getting the spotlight it deserves but the Game itself isnt ready for it.
I see Bopimo! as a fast paced replayability platformer where people can create their own levels, but the way you create them and how you access the levels is very slow. A lot of people see it like that too and even more if you play a lot of platformers.
The whole deal with the replayability of platformers is to never stop, and Bopimo! is very individualist when it comes to level replayability. It has an obscure way of accessing and making levels compared to popular platformers with the same subgenre as Bopimo!.
I feel like the biggest issue here is that you have to quit the game everytime you want to play a different level, and that all levels have very different gameplays even if theres a single moveset.
I see Bopimo! as a fast paced replayability platformer where people can create their own levels, but the way you create them and how you access the levels is very slow. A lot of people see it like that too and even more if you play a lot of platformers.
The whole deal with the replayability of platformers is to never stop, and Bopimo! is very individualist when it comes to level replayability. It has an obscure way of accessing and making levels compared to popular platformers with the same subgenre as Bopimo!.
I feel like the biggest issue here is that you have to quit the game everytime you want to play a different level, and that all levels have very different gameplays even if theres a single moveset.

leocat
Joined Jul 2025
Posted 1 month ago
Originally posted by
leocat
1 month ago
I see Bopimo! as a fast paced replayability platformer where people can create their own levels, but the way you create them and how you access the levels is very slow. A lot of people see it like that too and even more if you play a lot of platformers.
The whole deal with the replayability of platformers is to never stop, and Bopimo! is very individualist when it comes to level replayability. It has an obscure way of accessing and making levels compared to popular platformers with the same subgenre as Bopimo!.
I feel like the biggest issue here is that you have to quit the game everytime you want to play a different level, and that all levels have very different gameplays even if theres a single moveset.
By "never stopping" i mean it like having fast transitions between levels and each one of them having variated yet clear goals.

leocat
Joined Jul 2025
Posted 1 month ago
Originally posted by
leocat
1 month ago
Another thing here are goals, i feel like clearing isnt as rewarding as it should be and it also comes with the lack of variety.
Like i don't know, collect certain stuff under a certain amount of time or having goals related to obstacles.
And for the whole rewards thing i feel like it's too basic. It's clearing levels and clearing levels endlessly to earn achievements or some items. It would be great if achievements were way more focused on the gameplay but now we are stuck in a loop.
The replayability is too slow and clearing levels isnt satisfactory and repetitive, because the rewards are too separated from the gameplay and level making is very individual to have a extensive variety of goals to make it fun.
Like i don't know, collect certain stuff under a certain amount of time or having goals related to obstacles.
And for the whole rewards thing i feel like it's too basic. It's clearing levels and clearing levels endlessly to earn achievements or some items. It would be great if achievements were way more focused on the gameplay but now we are stuck in a loop.
The replayability is too slow and clearing levels isnt satisfactory and repetitive, because the rewards are too separated from the gameplay and level making is very individual to have a extensive variety of goals to make it fun.

leocat
Joined Jul 2025
Posted 1 month ago
Originally posted by
leocat
1 month ago
Like i don't know, collect certain stuff under a certain amount of time or having goals related to obstacles.
And for the whole rewards thing i feel like it's too basic. It's clearing levels and clearing levels endlessly to earn achievements or some items. It would be great if achievements were way more focused on the gameplay but now we are stuck in a loop.
The replayability is too slow and clearing levels isnt satisfactory and repetitive, because the rewards are too separated from the gameplay and level making is very individual to have a extensive variety of goals to make it fun.
This is a massive yapfest and my point might not be clear and get entirely destroyed by someone who is smarter than me but thats my take on why Bopimo! is boring.
And i won't complain about the lack of device compatibility because i understand how overcomplicated it is to make mobile platformers and how expensive it is to port games to console. And also the game shouldnt depend on a website first.
And i won't complain about the lack of device compatibility because i understand how overcomplicated it is to make mobile platformers and how expensive it is to port games to console. And also the game shouldnt depend on a website first.

leocat
Joined Jul 2025
Posted 1 month ago
I think the solutions here are:
- A play a different level button at the end of every level.
- Sort levels by difficulty more and make the levels page more focused on levels you havent cleared before.
- Have different ways of starting gameplay sessions. Like how Mario Maker has this kind of randomized levels mode with streaks and stuff, but they pick random levels from a specific theme. Some sort of endless randomized levels mode would be fun and getting rewards from streaks.
- Make the competitivity more competitive. I feel like having times and a single weekly challenge isnt enough, i like how Rayman Legends Challenges handles the whole thing with goals, where the game is focused in where YOU are rather than whoever is first/second/third right now.
- Rework Spirit works. It has one single use and it can have multiple and also help with the whole competitive thing. Beating other peoples records or reaching goals should give you more XP, and XP should work more like a meter of how active you are when it comes to replayability/challenges. leveling up also feels very slow.
- A play a different level button at the end of every level.
- Sort levels by difficulty more and make the levels page more focused on levels you havent cleared before.
- Have different ways of starting gameplay sessions. Like how Mario Maker has this kind of randomized levels mode with streaks and stuff, but they pick random levels from a specific theme. Some sort of endless randomized levels mode would be fun and getting rewards from streaks.
- Make the competitivity more competitive. I feel like having times and a single weekly challenge isnt enough, i like how Rayman Legends Challenges handles the whole thing with goals, where the game is focused in where YOU are rather than whoever is first/second/third right now.
- Rework Spirit works. It has one single use and it can have multiple and also help with the whole competitive thing. Beating other peoples records or reaching goals should give you more XP, and XP should work more like a meter of how active you are when it comes to replayability/challenges. leveling up also feels very slow.

nickels
Joined Dec 2024
Posted 1 month ago
more complex doodads in the editor would make it more fun, and bopimo relies heavily on its social aspects to function, so less players means less players which is kinda a problem

JS1
Joined Dec 2024
Posted 1 month ago
Originally posted by
nickels
1 month ago
yeah if less people make levels more people will leave intern meaning less levels haswell its like a knock on effect

SansTheMemeLord
Joined Dec 2024
Posted 1 month ago
Updated 1 month ago
[Deleted 14063]

BucinAMAZINjr
Joined Dec 2024
Posted 1 month ago
yeah cuz it stinks!!!
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