Vitals check, are we good over here?
Seems my levels are still stuck on the featured page.
I totally thought this level would show up on the featured based on the thumbnail https://www.bopimo.com/levels/10432
I am aware the moderator died and such, but apart from that I don't see much activity
Are we still alive here?
Seya
Joined Nov 2025
Posted 1 month ago
timeles
Joined Dec 2024
Posted 1 month ago
bopimo! has become brown and stinky
nickels
Joined Dec 2024
Posted 1 month ago
bopimo is alive but on life support rn. that doesnt mean it will die tho.
Tenslant
Joined Dec 2024
Posted 1 month ago
To be given a weekly make a realistic looking level and make the thumbnail have the logo of the game in it boom
Seya
Joined Nov 2025
Posted 1 month ago
Originally posted by
Tenslant
1 month ago
I highly disagree the look of the level matters.
If I really wanted a weekly, I would have just focused on gameplay itself.
it's only because I took on the artistic style that I struggled so hard to get a weekly
The current gameplay levels that exist that haven't been a weekly suck, so the realistic levels are being chosen
I'm not that great at gameplay myself because I'm not that creative or play enough skill movement related games
Here's a Do's and Don'ts from my experience
Do:
- Come up with a good gameplay concept that you can consistently use (like skyrises ground pound launchpads, or maybe 0 slip ice walls that move you climb across then hop off a wall or something)
- Have a simple theme design (doesn't matter as much but you can still decor)
- Ensure the movements make sense and is easy to understand what is meant to be done
- Have fun while making the level, making a level you aren't inspired to complete is a recipe to failure
- Leave small skips in your level that can be used skillfully
*Personal opinion) good kinematics that doesn't obstruct how the level is played makes the level way better than having good decor
Don't:
- Use lag blocks like water touching other objects, missile spam, using npcs or adding paintings
- Use missiles in general annoyingly loud and inconsistent you can skip most levels entirely with them too
- Have major skips (mostly happens from water, spring, note blocks since you can launch yourself and Biiwa off almost everything)
- Make an impossible to understand level concept
If I really wanted a weekly, I would have just focused on gameplay itself.
it's only because I took on the artistic style that I struggled so hard to get a weekly
The current gameplay levels that exist that haven't been a weekly suck, so the realistic levels are being chosen
I'm not that great at gameplay myself because I'm not that creative or play enough skill movement related games
Here's a Do's and Don'ts from my experience
Do:
- Come up with a good gameplay concept that you can consistently use (like skyrises ground pound launchpads, or maybe 0 slip ice walls that move you climb across then hop off a wall or something)
- Have a simple theme design (doesn't matter as much but you can still decor)
- Ensure the movements make sense and is easy to understand what is meant to be done
- Have fun while making the level, making a level you aren't inspired to complete is a recipe to failure
- Leave small skips in your level that can be used skillfully
*Personal opinion) good kinematics that doesn't obstruct how the level is played makes the level way better than having good decor
Don't:
- Use lag blocks like water touching other objects, missile spam, using npcs or adding paintings
- Use missiles in general annoyingly loud and inconsistent you can skip most levels entirely with them too
- Have major skips (mostly happens from water, spring, note blocks since you can launch yourself and Biiwa off almost everything)
- Make an impossible to understand level concept
Seya
Joined Nov 2025
Posted 1 month ago
The difficulty scaling ups to you, if it's not fun throughout regardless of difficulty
The challenge should feel like a rewarding difficulty not this is annoying to beat because I don't know why this was made this way
https://www.bopimo.com/levels/4458 - this level is a prime example of using gameplay as intended (even though the later areas utilized triple jumping)
The challenge should feel like a rewarding difficulty not this is annoying to beat because I don't know why this was made this way
https://www.bopimo.com/levels/4458 - this level is a prime example of using gameplay as intended (even though the later areas utilized triple jumping)
crime
Joined Nov 2025
Posted 1 month ago
Barely , please come back we need good wrrklys
Seya
Joined Nov 2025
Posted 1 month ago
My time is over for bopimo!
I am sorry crime
I am sorry crime