Breaking down why Bopimo! is "not fun anymore":
leocat 15
Joined Jul 2025
Hello everybopis, yesterday someone posted about Bopimo! not being fun anymore or not having any incencitives to play it and i have a lot of thoughts on this that i think that should be talked about more.
This is my attempt at breaking down the game design behind bopimo primarily it's goals. Why would you want to clear levels, do you achieve any marks clearing levels, why would you make a level and how.

1- Lack of Goals and the Issue with Daily Clears:
Daily Clears are the only constant goal in Bopimo! outside of Achievements which are long-term goals that feel more like an extra. And my issue with Daily Clears is that they feel limiting and redundant, clear unique 5 levels everyday, get XP and Coins, come back tomorrow.
There aren't any other goals in the game other than daily clears, unless you set yourself the goal to clear a specific level but the game won't reward you for doing so. Clearing levels without seeking a reward feels more like a punishment rather than rewarding and it doesn't give you the feeling of progression, which XP is supposed to give.
Level creation only has one goal and it's earning the feeling of success after getting your level featured in the website or weekly challenges, which is heavily dependant on the community and the average person who plays platformers like these mostly care about the obstacles rather than the people behind the levels and trends and stuff. While i do think that having trends for level creation is fun and incentives this activity, Bopimo! level creation is a slow process that has multiple standars made by the community that determines wether if a level is enjoyable or not.

2- The issue with Progression and Spirit:
XP is the only progression system in Bopimo! and it's supposed to display how much you play Bopimo! and how skilled you get throughout time, but the way you earn XP doesn't work that way and it's instead how much actions you do inside a level. Again, there aren't any goals so earning XP feels more like an extra for obtaining coins rather than some sort of classic level to level progression system that games like Super Mario or just any classic platformer videogame has. XP should be the main progression system that should be rewarded by clearing goals or reaching new records rather than a side-quest.

3- Level making is too focused on environments rather than platforming:
The level editor lacks lots of obstacles and a lot of stuff is more user-made than provided by the game leading to the community creating a standard where visually simplistic levels are boring, the same as always, etc. Level creation not having any goals at all other than getting featured or chosen as a weekly leads to the community focusing on innovation in every level, trying to be visually different than others instead of focusing on obstacles. It's an overcomplicated issue to explain but it can be simplified to your rendition of making a level being seen too much of a big thing leading to making levels too much of a burnout all the time leading to people not enjoying levels. Levels have to be simple, it's how it always has been but Bopimo! is too much of a freelance thing for it to be the main focus of level making.
I understand that this whole thing of freedom is part of Bopimo!'s essence, but in my opinion it's not very well regulated.

I believe that there is still a lot lot lot of stuff to uncover in every single point and maybe even more but i prefer to see what people think
leocat 15
Joined Jul 2025
You could even say... Bopimo! is a great concept but poorly executed, heh.
JS1 59
Joined Dec 2024
Originally posted by leocat 15 1 month ago
You could even say... Bopimo! is a great concept but poorly executed, heh.
yeah, but its very impressive for just firecat and isaiah to maintain this because of how big of a task it is to run these type of platforms but there is alot of flaws yes
leocat 15
Joined Jul 2025
Originally posted by JS1 59 1 month ago
yeah, but its very impressive for just firecat and isaiah to maintain this because of how big of a task it is to run these type of platforms but there is alot of flaws yes
I was referencing an old quote as a joke but i appreciate the work that FireCat and Isaiah are doing to keep up this game
JS1 59
Joined Dec 2024
Originally posted by leocat 15 1 month ago
I was referencing an old quote as a joke but i appreciate the work that FireCat and Isaiah are doing to keep up this game
ohh alright, btw I agree with alot of the points given here but im not too sure how level creation could be improved without being abused by slop, say for every clear you get 1 coin, extremely easy levels will become very common and ruin the whole game because then it would get boring for the player yk idk lol
leocat 15
Joined Jul 2025
Originally posted by JS1 59 1 month ago
ohh alright, btw I agree with alot of the points given here but im not too sure how level creation could be improved without being abused by slop, say for every clear you get 1 coin, extremely easy levels will become very common and ruin the whole game because then it would get boring for the player yk idk lol
That is because of how little variety of obstacles the level editor provides, i like the style that level creators like carllenn and jussi and others have because of how simple looking yet developed the obstacles are, using the basic tools that every platformer has which are the only ones that Bopimo! has at the moment, Kill, Extra Jump, and Transportation.

If the Bopimo! level editor had more simplistic visual tools, would the levels that are currently known as "slop" still known as slop? Bopimo! is lacking both progression goals (Leveling Up, The Game's Job) and clearing goals (Level Design, Your Job), so it's a bit reasonable that there are a lot of slop clears. Im missing more stuff to cover but that would lead in a much larger reply
leocat 15
Joined Jul 2025
Originally posted by leocat 15 1 month ago
That is because of how little variety of obstacles the level editor provides, i like the style that level creators like carllenn and jussi and others have because of how simple looking yet developed the obstacles are, using the basic tools that every platformer has which are the only ones that Bopimo! has at the moment, Kill, Extra Jump, and Transportation.

If the Bopimo! level editor had more simplistic visual tools, would the levels that are currently known as "slop" still known as slop? Bopimo! is lacking both progression goals (Leveling Up, The Game's Job) and clearing goals (Level Design, Your Job), so it's a bit reasonable that there are a lot of slop clears. Im missing more stuff to cover but that would lead in a much larger reply
Clarification; Slop is like simplistic levels, slop clears are just free clears where you just walk to the star
JS1 59
Joined Dec 2024
ohhhh I see, yeah I mean slop levels by daily clears that take 2 seconds to clear
leocat 15
Joined Jul 2025
I think that a solution to all these issues would be reworking the entirety of achievements which as of now are just basic statuses regarding to community revolving stuff and make spirit xp work around like everything that could have some sort of goal or quest that doesnt have that yet. Not sure if im explaining this correctly but i think it's something pretty simple
leocat 15
Joined Jul 2025
Originally posted by leocat 15 1 month ago
I think that a solution to all these issues would be reworking the entirety of achievements which as of now are just basic statuses regarding to community revolving stuff and make spirit xp work around like everything that could have some sort of goal or quest that doesnt have that yet. Not sure if im explaining this correctly but i think it's something pretty simple
(And that also means making more quests but not daily clears, which is the main reason why slop clears exist)
timeles 37
Joined Dec 2024
Originally posted by leocat 15 1 month ago
(And that also means making more quests but not daily clears, which is the main reason why slop clears exist)
daily clears mentioned play my SICK level

https://www.bopimo.com/levels/1977