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A jam submission

MVM9: ChibitsView game page

10 years after an apocalyptic event, you are finally activated.
Submitted by Ninjaxim, validbit — 8 hours, 58 minutes before the deadline
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MVM9: Chibits's page


CriteriaRankScore*Raw Score
Engagement & general#24.0004.000

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.


Austin Zimmer, Hien Zimmer, Nikki Yoder, Validbit

External assets
Pixel Arsenal, InControl, NodeCanvas, EasySave, ProCamera2D (All purchased from Unity Asset Store)

Comments on the jam
This jam helped me kickstart a game I've been wanting to create for many years. I plan on continuing development on this project and hope to eventually publish it as a full game! Thanks for taking the time to check it out.

Discord username
Austin#2228 and Validbit#0642

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Oh, this is Good!

This one is really fluid and feels like a solid metroidvania. You've done superb work on it.

The music is very enjoyable and sets the atmosphere well, the sound design is excellent, and the movement controls feel good.

General bugs/issues:
* I got the triple sword upgrade, but can still only swing once. Did I manage to get an upgrade out of order? In that case, wouldn't it make sense to just increase the number of attacks by one?
* Not being able to attack while in the air feels very limiting.
* A visual indication of an enemy taking damage would help indicate if you need to hit again or just missed.
* The floor-shooter enemies seem to attack from off screen. It would be nice if they only could start their attack while on screen, and and would cancel out of it if off screen. Otherwise I feel unable to dodge the attack.
* Backtracking takes a long time, so more interconnectivity might be good. Or Fast Travel between save points.

I think I found the boss, and it killed me pretty fast. :P I'll need to explore some more to find other things.

Once again, great work!


Thank you!

That's a good point about the sword upgrade, yes there are two slash upgrades and you need the first one in order to use the second. I will be sure to fix that later. There is also an upgrade that allows you to use the sword in the air, which is accidentally required to defeat the boss. The boss was implemented near the end of the jam so I didn't have a lot of time to make him a little better.

Visuals for hitting enemies was something I thought about but forgot to implement, you can look forward to that being added later! Sorry it wasn't there, it should have been in this version. Enemies were implemented fairly late as well, I spent most of my time just building the world, so you can probably tell that they need some work!

I agree that there should be more connections between zones, I will work on that as well.

Thank you very much for your feedback!


Best entry I've played so far, I'm impressed by the level of polishing this game has with only a month of work. Can't wait to see what the final version will look like when you publish it :)

Thank you for the game!

It's well done, I especially enjoyed music and level design with all the loops and shortcuts. Character movements are smooth and pleasant and ledge-grabbing ability really added a lot to the game. Exploration was ok, but the world itself felt somewhat dull. 

Unfortunately, I have encountered a bug that prevented me from finishing the game. The broser throw a notification and game just froze on me. It happened here:

Solid controls and movement! Enjoying it so far.


A really nice and fun game to play.  Beautiful art and soundtrack, responsive controls, cool and well executed animations and a consedarable duration and map size.  I hope the development will continue, great work!


Thank you! Yes, I do plan to continue working on the game so you can look forward to that.


Nice game! All of the basic systems are here and it seems fairly polished. The pixel art is crisp, and I liked the calm atmosphere the music lends to the game. Combat wise it felt strange to not be able to swing the sword in the air at first but it made sense after getting the air slash. The main criticism I would give has to do with the boss. When I first reached it I did not have the air slash, Which might have been a bit too hidden for something so critical. Even after getting the air slash it was hard to tell if I was doing damage to the boss. I resorted to firing the blaster constantly just to get the recharge feedback on my sword. Still, I did have fun. Overall it was quite an enjoyable experience.


Yeah, I didn't intend to require the air sword attack for the boss. The boss was implemented on the final day so I wash rushing it a bit. Sword hit feedback is also something I missed to implement as other things took priority, but I agree that it should have been in the game as it helps immensely. Thank you very much for your feedback, glad you enjoyed it!


Really nice game, looks quite cool. I was unsure of my ability to attack as nothing on screen indicated that I was carrying a weapon, also I found that when attacking enemies they give no indication of taking damage (unless they die from one hit), this lead me to believe that the first red guy I met was an NPC, but that killed me....

I really liked the climbing mechanic that was awesome. I think you should look into working with shadows and other rendering effects to add more visual appeal to the game, the graphics are good, but lighting always adds to an experience.

Good game in total, with a bit of work, this could be really great. Think about how you inform the player of gameplay mechanics either through the environment or through visual indicators :) 

Developer (1 edit)

Thank you for the feedback,
the attack/damage feedback is already fairly pronounced by player animation, sound and ui simplicity/scale. Note that if you were running the WebGL version these may not load properly due to natural difficulty of porting to Web in Unity - I recommend playing the downloadable version.

We were and still are planning on implementing shaders and player-centered environmental lightning. Due to lack of time and energy we couldn't risk this aspect breaking the game. Same goes for the guidiance, we prioritized level design and did not have time left.

Hope we'll be able to bring you update(s) relatively soon :) I'm glad you liked it.


Great job!

I like the game but I didn't know how to use the elevator.

As a suggestion, use a text font that match your game. It was informative but the text put me out of the general ambient.

I'd like to see the full game :)


Thank you! To use the elevator, you need to find the generator (it's just right above it) and turn it on by hitting it once with your sword.


It has the elements I can expect from a Metroidvania: the map, the rooms, the minimap, unlockables

Music also is great and the game feel in general is good.

Minor observations would be: I would like to see some feedback when hiting the orange dudes because at the begining I though the hitbox was a bit off. Also, when you obtain an item or upgrade, the Update method is not paused for the rest of the game, so you can be hurt by enemies.

A part of that, good job, I love it and I'm sure this is one of the best entries!


Thank you for your feedback!


Love the aesthetic! The game controls really well and was a lot of fun to play. I couldn't figure out what to do after getting the blaster though. I also found the map and an energy upgrade. Not sure if there was supposed to be more to do (the screenshots show areas I haven't seen, so I'm probably just dumb lol). Anyway, great job with this! Hope you all continue development on this project. I look forward to playing the full game some day :)


Thank you! Yes there's a bit more to do. There's an elevator to the right you can use (after you turn it on with the generator above it). Sorry there's no dialogue to explain anything in the game, I didn't have time to add it.


Thanks! :) I got past the elevator and made it to the end of the WebGL version (I'm getting that error lol).  I'll probably download it later so I can try the boss. Really awesome game now that I was able to experience it! I think it might be the best in the jam. The only thing I wish is that you could use your sword while in the air but it's an understandable design choice. Also, I would suggest having the gun fire on key press, not on release. Feels a bit weird to me. Great work with this game! 


Awesome! Thanks for the kind words. There is a power up that allows you to use the sword in the air if you can find it. Also the firing on release was a change made to accommodate the charged shot, but I may adjust it later. Thanks again, glad you enjoyed it!