I think it's unrealistic to assume that any multiplayer game can keep nearly all the players that were around launch day. A lot of players on launch day are going to try it out and then not find the game interesting and stop playing.
Bopimo is still in early days. I think there is a lot planned for the game that is not available right now and hence that's why a lot of people are currently not interested in playing. The upcoming 1.1.0 update is going to add a lot to the game, but it'll still be a mere stepping stone into what Bopimo will become.
And considering that FireCatMagic has zero intention on letting anyone else develop the engine alongside him, that vision is going to take some time. We're going to need to be patient if we wanna see peak Bopimo.
why this game so dead

Morxemplum
Joined Dec 2024
Posted 3 weeks ago

Morxemplum
Joined Dec 2024
Posted 3 weeks ago
Originally posted by
wingstosky256
1 month ago
I think the lack of concurrent players can be attributed to the fact that most levels fundamentally do not have a lot of replay value.
The only levels that are going to have any replay value are weeklies, which will mainly be people grinding the level to get a Gold Time; event levels where people will want to get the goal time, or any items the level offers; any levels where people are going to try and optimize the completion time, usually to a time an average Bopimo player can't easily achieve; or really difficult levels that haven't yet been cleared by anyone other than the developer(s).
If you clear a regular level, you don't really have an incentive to try again other than to get a better time and score higher on the leaderboards. That's why there is almost no concurrent players, because most of them are just happy to clear the level.
Considering how small Bopimo is right now, I don't think we're at a point where we can measure the activity of the platform based on concurrent players or DAU. People are definitely playing levels, just not for very long.
The only levels that are going to have any replay value are weeklies, which will mainly be people grinding the level to get a Gold Time; event levels where people will want to get the goal time, or any items the level offers; any levels where people are going to try and optimize the completion time, usually to a time an average Bopimo player can't easily achieve; or really difficult levels that haven't yet been cleared by anyone other than the developer(s).
If you clear a regular level, you don't really have an incentive to try again other than to get a better time and score higher on the leaderboards. That's why there is almost no concurrent players, because most of them are just happy to clear the level.
Considering how small Bopimo is right now, I don't think we're at a point where we can measure the activity of the platform based on concurrent players or DAU. People are definitely playing levels, just not for very long.

IDidNotStealUrToast
Joined Dec 2024
Posted 3 weeks ago
Bopimo is too ozone layer level and its currently only available for Game And Watch.

STEEL
Joined Dec 2024
Posted 3 weeks ago
It runs like a turd on my new computer so imagine all the unlucky ones with an ancient pc

ignmedia
Joined Dec 2024
Posted 3 weeks ago
i think everyone reached spirit 15 and then got bored
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