I am not enjoying Bopimo! - Honest Opinion Thread
worker
Joined Dec 2024
Posted 1 month ago
holy yappp
Fartsmella
Joined Dec 2024
Posted 1 month ago
i like bopimo and i respect your opinion
Wait
Joined Dec 2024
Posted 1 month ago
My main complaint is disconnecting all the time.
Noma
Joined Dec 2024
Posted 1 month ago
yea i agree, this game has lots of potential
Zorch
Joined Dec 2024
Posted 1 month ago
This is a great post! I agree with most of what you're saying here. There should 100% be a player collision toggle for those who just want to speedrun levels.
I think what makes the movement feel floaty is the lack of polish in the animations. The actual mechanics here are great, it's just the presentation sometimes doesn't do it justice. The punching and climbing animations especially look weak and implementing animation principles would do wonders.
For example, when Mario attacks in Super Mario 64, he does a three jab combo, with the last hit being a kick. During this combo, his fists and foot grow to accentuate the impact of each attack. Additionally, Mario's whole body moves along with each punch to show how forceful each jab is.
In Bopimo!, our character only has one measly jab where the whole arm grows, not just the fist. The body is almost completely stationary while this jab happens, further demonstrating how weak the punch is. Where's the "oomph"?
Certain blocks being affected server-side should definitely be changed. For example, the cannon to get the Soarer Of Maple hat had a line of people waiting for the person in front to use it. Wouldn't it be nice if the cannon's occupancy was client-side so people didn't have to RP a DMV waiting line?
Issues aside, I've enjoyed the core of what I've played so far. Platformers are my favorite genre and to see what is basically an online 3D Mario Maker is a dream come true! I just fear that with the current blemishes, it may throw off veteran players.
I think what makes the movement feel floaty is the lack of polish in the animations. The actual mechanics here are great, it's just the presentation sometimes doesn't do it justice. The punching and climbing animations especially look weak and implementing animation principles would do wonders.
For example, when Mario attacks in Super Mario 64, he does a three jab combo, with the last hit being a kick. During this combo, his fists and foot grow to accentuate the impact of each attack. Additionally, Mario's whole body moves along with each punch to show how forceful each jab is.
In Bopimo!, our character only has one measly jab where the whole arm grows, not just the fist. The body is almost completely stationary while this jab happens, further demonstrating how weak the punch is. Where's the "oomph"?
Certain blocks being affected server-side should definitely be changed. For example, the cannon to get the Soarer Of Maple hat had a line of people waiting for the person in front to use it. Wouldn't it be nice if the cannon's occupancy was client-side so people didn't have to RP a DMV waiting line?
Issues aside, I've enjoyed the core of what I've played so far. Platformers are my favorite genre and to see what is basically an online 3D Mario Maker is a dream come true! I just fear that with the current blemishes, it may throw off veteran players.
WallyWalterz
Joined Dec 2024
Posted 1 month ago
Originally posted by
AppleSalt
1 month ago
me neither man, me neither...
luna
Joined Dec 2024
Posted 1 month ago
Originally posted by
WallyWalterz
1 month ago
dont use opera gx, its broken with bopimo
Aubade
Joined Dec 2024
Posted 1 month ago
Originally posted by
Zorch
1 month ago
I think what makes the movement feel floaty is the lack of polish in the animations. The actual mechanics here are great, it's just the presentation sometimes doesn't do it justice. The punching and climbing animations especially look weak and implementing animation principles would do wonders.
For example, when Mario attacks in Super Mario 64, he does a three jab combo, with the last hit being a kick. During this combo, his fists and foot grow to accentuate the impact of each attack. Additionally, Mario's whole body moves along with each punch to show how forceful each jab is.
In Bopimo!, our character only has one measly jab where the whole arm grows, not just the fist. The body is almost completely stationary while this jab happens, further demonstrating how weak the punch is. Where's the "oomph"?
Certain blocks being affected server-side should definitely be changed. For example, the cannon to get the Soarer Of Maple hat had a line of people waiting for the person in front to use it. Wouldn't it be nice if the cannon's occupancy was client-side so people didn't have to RP a DMV waiting line?
Issues aside, I've enjoyed the core of what I've played so far. Platformers are my favorite genre and to see what is basically an online 3D Mario Maker is a dream come true! I just fear that with the current blemishes, it may throw off veteran players.
Exactly, I think there's still tons of potential to be had in this game, It all boils down to oversights and lack of polish. Like you said, the animations are a bit lackluster, another one that comes to the top of my head is the climbing. I'm aware that it's probably a very small team working on this, but it's an official release and should be fairly criticized as one. I really hope they listen to some of our feedback!