Bimo is a 2D atmospheric side-scroller puzzle game set in a hauntingly beautiful war-torn city. Players control a former circus bear, accompanied by a young boy, as they navigate danger, solve environmental puzzles, and search for a path to safety. The duo’s bond unfolds gradually through gameplay, blending heartache and hope in a stylized, emotionally resonant world.
The bear and boy are more than playable characters — they’re embodiments of trauma and hope. The bear, once paraded for entertainment, now moves with a wearied grace, his past hinted through subtle visual cues. The boy, nimble and intuitive, acts as both guide and emotional anchor. Together, they represent the fragile alliance between instinct and innocence, strength and vulnerability. Through gameplay, players don’t just solve puzzles, they slowly unravel the unspoken story between the characters. The war-torn setting isn’t just backdrop; it’s a metaphorical echo chamber, amplifying every gesture, every choice, every silent moment of empathy.
The project served as a creative exploration of storytelling through mechanics, showing how visual design and gameplay can evoke strong emotional responses.
A circus bear, a creature of spectacle, strength, and captivity paired with a vulnerable child in a collapsing world!
Highlights:
Interaction System: Unique dual-character interaction system with complementary abilities
Atmospheric Design: Carefully crafted environments that mirror the city’s decay and beauty
World Building: Narrative-driven puzzles that reveal backstory and emotional stakes without heavy exposition