Funded! This project was successfully funded on October 1, 2013.

Update #11


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Mighty Beckers, hoooooo!

Welcome to the second of our weekly Comcept Concept Wednesdays, where we focus on the early design and visual ideas that will eventually end up as part of Mighty No. 9!

We’ve spent a lot of time up until now talking boss designs, so this week we thought we’d give you a peek at the work progressing on some of the more common footsoldier enemies. Hopefully these images can spark your imagination and give you a little taste of what might be in store... Just remember, these are purely concept images right now; none of these baddies are confirmed to appear in the actual game yet -- but if any leap out at you, definitely let us know! As always, we’ll be watching and listening!

(above) We based our initial concepts on the world and story as it was laid out in early game design documents. One idea was this cube-like enemy whose eyes rotate to form different facial expressions (angry, sad, etc.). If you look closely at the different drawings in the upper-left, you can spot different enemy “cores” as well (fire core, lightning core, etc.). Wonder what could these be for...?

(above) Next, Inti Creates took over and came back with a number of their own sketches. Top to bottom, we see a lil’ guy that acts as a signpost (almost like part of the background) to guide the player, a heavily-armored barricade bot, and a charging unicorn-type enemy that sticks into walls after it charges!

(above) Here we have some more-industrial-style mechanical meanies originally designed to transport raw materials and other large objects, a flying scout-bot that blares a siren and fires bullets when it spots an intruder, and a platform-like beast that you can stand on instead of blasting, if you like.

(above) Finally, we have a huge, spiked pendulum-enemy that crashes down into the ground (you can stand on him, too), a killer driller-bee that pokes holes in the floor, and a face-hugging monstrosity that attaches itself to other robots (a police bot, in this case) and takes control of them!

(above) After reviewing all these ideas, Mr. Inafune stepped in to give his opinion and rough out some sketches of his own (you can actually see a scene from this very feedback session in our pitch video, right around the 3:30 mark!). In general, he felt the designs were too busy and overly complicated; first and foremost they should be simple, he said -- then we can layer in other design elements later, based on the functionality of the different bots. And so the designers went back to work to refine their ideas...

(above) ...And actually, they’re still hard at work! This is a more recent sketch of some redesigns based on Inafune’s feedback; even though these aren’t final designs yet, be sure to let us know what you think so far!

Aaand that’s all for today, Beckers -- like we say, let us know what you think, here in the comments, on our official Facebook group, or directly to us on twitter @MightyNo9!

Until next time,


- @johntv (Mighty No. 99), @markmacd (Mighty No. 84) and the Mighty No. 9 Team


First of all, our thanks and congratulations to all of you -- with your help, incredible artist and friend-of-the-project Jed Henry was able to realize his dream and get his game, Edo Superstar, funded, in the final hours of his Kickstarter campaign!

Speaking of which, we have a little surprise for you. We’d been talking to Jed before our campaign kicked off about the possibility of offering his woodblock-print style take on Mighty No. 9 as a poster for our rewards. Sadly, for budgeting reasons, we couldn’t make the numbers work out, but Jed was already working on several very cool possible designs.

So, we all agreed: Rather than let that time go to waste, Jed should sell the best one from his own website -- check out his take on a bot-battlin' Beck!

To be clear, this is not an official piece, and no money from the sales go to Comcept or this Kickstarter campaign, BUT, we are super proud to announce that we reached an agreement with Jed that 10% of every sale will be donated to this year’s BitSummit festival in Kyoto, celebrating and educating Japanese indie game designers and helping them get their games out to the world! This is a big part of what Inafune and the team hope to accomplish here with Mighty No. 9 on Kickstarter, so if you like the poster, we hope you’ll help support Jed and this awesome cause!

alraz likes this update.


    1. Missing_small

      Creator RetroC on September 28, 2013

      That charging unicorn-type enemy needs to be in the game!! :|D

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      Creator Chris B. on September 22, 2013

      The helicopter version of the cube-like bot (first set of sketches) has me thinking this: Why give it feet/legs? Give it something retractable so it can grapple and carry/pull items, or maybe a magnet instead. It wouldn't even have to be an enemy, it could maybe help Beck get around in some puzzles.

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      Creator Andy Myrvold on September 19, 2013

      so much old school feels coming from this

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      Creator Doni Payne on September 18, 2013

      I really like that animation at the the top of the page. Though I can't help but think that the intense look on Beck's face is caused by something like "I can't believe I forgot money for the bus again!"

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      Creator Dennis Lieu on September 17, 2013

      This backported soundtrack and pixel graphics really make me missing the old games. Unlockable retro skin would be nice!

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      Creator chase crochet on September 15, 2013

      how about a sword swinging enemy

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      Creator Manuel Dalton on September 15, 2013

      A little late to the party I know, but I really like the "platform-like beast" design. I feel it could introduce a variety of gameplay options. It seems to have a large underslung fuel pod. Maybe you could destroy it, causing it to lumber to a halt and spill fuel everywhere. Careful timing could leave the platform stranded in a position that allows Beck to reach higher areas, or to cover a gap in the floor too wide to traverse otherwise. Maybe Beck could ignite the spilled fuel to defeat enemies, or enemies and/or stage elements could ignite it, creating a hazard for Beck. Maybe it could pour down ramps and grates and collect in a later part of a stage, changing the way a miniboss battle is fought based on how much fuel is on hand. It has potential, is what I'm saying.

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      Creator Petri Seppälä on September 14, 2013

      @Fausto Pego
      Seconded, contact damage by default isn't very cool, even more so now that the technical limitation has stopped being an issue. If every character needs to make contact damage for design reasons, at least make it so that they're ostensibly ramming. On the flip side, everything that isn't should also be possible to ride on, unless they shake me off or stop under my weight.

      This would also allow for some cool designs. For one, imagine a level made ENTIRELY out of enemies.

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      Creator Nicholas Chien on September 14, 2013

      I think it'll be fun, if we make something different from ordinary public enemies designs, some enemies other than patrol back and forward, just waiting Beck to shut them up. For instance, there has a thrilled junk furnace scene in the movie: Toy Story 3, and what if the furnace or a factory itself as 'an' enemy? controls all kind of machine to attack Beck on the transportation band? and all the junks and garbage on the transportation band to the furnace may also attack Beck? In the final, Beck has to fight with this furnace, stops its function, and return back through the transportation band to find out a new way to the Boss.

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      Creator Floyd W. Davis II on September 13, 2013

      All done and fully backing!

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      Creator Kaleb Grace on September 13, 2013

      I like the enemy designs in the first image, especially the red dude in the bottom right corner.

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      Creator Pemblem on September 12, 2013

      Wow. Decisions, Decisions. I really like all the designs. Well done!

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      Creator Aldrich Obiano on September 12, 2013

      I like all the designs/ideas. The most interesting set of designs for me is the industrial-style enemies simply because it has the potential to look cool once it is in action. It's just when I think industrial, I think about lots of moving parts (in addition to it being there for a reason).
      Also the simplified spiked pendulum enemy reminds me of the the giant magnet from "The Brave Little Toaster".
      Anyways, I can't wait to see more.

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      Creator Mykah Bawn on September 12, 2013

      I love this stuff, more concept art!

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      Creator A Bomb! on September 12, 2013

      I really liked the cubes and some of the Inti Creates designs. Here's hoping some of those are brought back, like the barricade bot.

      Just... not the guy with the Star of David on his face.

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      Creator Izzy Quu on September 12, 2013

      Face hugger/Face crab bot idea is amazing. Allows for some unpredictable results to be coded into the enemy AI, which is important!

      Please be sure to design more around this concept, it's very good!

    17. Missing_small

      Creator Goran Botic on September 12, 2013

      From the first image you guys have on this update, I really like the look and feel of the orange character in the bottom right. He looks like he could be a tough opponent. It looks like he has the ability to engage in combat quite efficiently with what looks like a rocket launcher of some sort in one hand and a shield-like cannon in the other for blocking and countering. His design looks really cool and I personally like it the most out of any other concept shown here, actually.

      Having the cores is an interesting idea that I like as well and, personally, I'm assuming that it'll be the way that Beck gains his abilities and such, with the bosses dropping these cubes. That'd be a very cool concept to follow.

      Inti Creates' signpost bot looks intriguing and fun. It could lead to a confusing, labrynth-like level where the bots show you all these different ways to go and only one select way brings you to the boss. The others lead to death or backtracking.

      The other Inti Creates bot that is like a defensive cannon/bomb enemy is cool as well and can be a tough obstacle to eliminate or get around so I'd love to see that concept used as well.

      The raw material transport bot sketch looks nice as well. I also enjoy the little bot that changes mood/facial expression. His character looks very... deceptive and unpredictable, which is both a needed trait in big boss battles and awesome.

      All the sketches look great. The ones I mentioned above though are the ones that stood out to me the most. I can imagine them being legitimate enemies in the game's finished product.

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      Creator Hikaru Shimabukuro on September 12, 2013

      I liked mainly the cube (elemental cores? nice!) and the spiked-wheel-thingy. And I hope the final version of the enemies look more like the original designs, because they looked sweet!

      Idea #1: rather than having the face-hugging robot attach itself to other enemies, I think it'd be cooler (and more dangerous!) if they attached themselves to Beck instead and caused him to lose his jump (or make him walk in a certain direction, or slow him down, or make him completely unable to move, or drain his energy, or some other random bad effect) for a few seconds.

      Idea #2: I believe the signpost robots will be there to point you to a dead end, a strong enemy or even death, but maybe they could sometimes point you to something actually good, so players would have to think if they want to trust them and be rewarded, or ignore them and maybe regret it later.

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      Creator Shawn Jordan on September 12, 2013

      The first set of enemies were badass. Make the player think on there feet, that makes the game fun, guessing and anticipating the enemies actions.

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      Creator Nova Strike (deleted) on September 12, 2013

      I know I've already commented, but I wanted to offer some more input (and if someone has already said what I'm about to say, then oh well).
      My favorite design is the signpost bot made by Inti Creates - I could see it being a friend or foe kind of obstacle meant to confuse the player. The bad ones would obviously give Beck wrong directions, but they could also maybe trip him up as he passes by them and change their facial expression to something more sinister in the process. Also, their would be very minute and subtle differences between the good and bad ones that would allow only the most furtive eye to discern them from friend or foe, like a small portion of one being colored differently maybe? Both the enemy and ally signposts would be unable to take damage until after you pass them, and even then you can only attack the bad ones.
      Just a thought. Can't wait to see where this project goes.


      Creator comcept USA, LLC on September 12, 2013

      Glad everyone is liking the designs, especially the cube, in general! A lot of interesting opinions here, thanks for that! (`_´)ゞ

      @Kevin Nelson -- You should be able to adjust that in your Kickstarter account preferences! Sorry and thanks! :)

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      Creator Daniel Goldberg on September 12, 2013

      Mind you, the simplified designs in the last image work great if all enemies are meant to be somewhat modular - that is, if that is their base form and can still have other pieces of hardware layered on top, then I'm all for it.

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      Creator Daniel Goldberg on September 12, 2013

      I also agree the original designs were good - the more simplified design seems like it went too far in the other direction. Shapes are too basic in the last image.

      Also not sure why all of these robots have great big eyes on them - most of them probably need a way to gather information about the world around them, sure, but for them all to have eyes (big, cartoon eyes at that) seems kind of unrealistic when there are so many other possibilities. What about enemies that simply have a black lens, like a camera, or enemies that detect heat, sound, or vibration? Why not have an enemy that only attacks when a weapon is fired, or only attacks when walking close or landing from a jump? Why not have a set of enemies that are "paired up", where one observes the world and commands the other on how to act and where to go?

      On that last note, having enemies work together in different ways based on which other robots are nearby would be pretty cool.

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      Creator anthony on September 12, 2013

      I have to agree the original designs were very nice.

      I'm not really sold on the oversimplified redesign, they lack the personality the first draft had.

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      Creator Kevin Bender on September 12, 2013

      I don't necessarily understand the point of the face-hugger bot, although I do think that it'd make more sense with a rework. I suppose that it could be interesting if the face-hugger bot has abilities that allow it to augment another enemy's abilities, but I don't see how an enemy who wants to kill you and can take control of other enemies who want to kill you makes the other enemies who want to kill you anymore dangerous or notable. I almost think that these guys should be like the guys in mech suits in Mega Man X, although it'd be interesting if they were controlling surrounding obstacles or traps, then had to flee their control panels once you bypassed the obstacles/traps and get into their battle suits or whatever.

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      Creator Adavanter on September 12, 2013

      No to the police robot. Yes to everything else :D!

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      Creator Gregory J. Hill on September 12, 2013

      I really like these designs! :) Especially the little cube guy and construction equipment based ones based ones. Good job and keep up the good work!


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      Creator Banni Ibrahim on September 12, 2013

      I hope those cube-shaped metool like enemies make it into the game, I am very interested in seeing what they could become. Their design looks modular and because of this, I am hoping this could result in an enemy that just looks like a box when it is in standby and you never know what it will un-fold/compress into and reveal itself as (whether it has feet or not, can fly or not, has a weapon on it's head or not, etc) until you have come close enough to wake it up, seems like a good fit for the Mighty No.9 universe too considering Beck's cube-based transformation animation. This would really keep people on their toes too if it was random which one will be what every time you played that level. (I wonder if they will be able to switch/install different parts while they are active too). On top of that, their modular/box design would be make it look like they were designed to be mass-produced. Very excited to see what kind of animations these enemies will have, the modular-looking cube design looks like it would have an extremely large amount of potential.

      ... Oh God, I just had the horrifying idea of another Yellow Devil-like enemy made up of those things... not sure I would want to fight that.

      That red Sniper Joe-like enemy terrifies me. Sniper Joe already kept me at bay when he could only defend or attack, that one looks like it can do both at the same time! Hopefully I will never meet him in a narrow corridor..

      That facehugger also terrifies me, looks pretty creepy, but I love the idea far too much. Something like that HAS to look creepy after all, it's like a rule or something ;)

      The cube enemies, Beck's cube-like animation, the fire-based enemies looking like Zippo lighters, and that robot designed to transport materials holding a cube gives the whole setting a very industrial feel, I like that. I hope industry and cube/modular design becomes a theme in this setting. Especially since that would give the cube enemies all sorts of possibilities of different forms and surprising you by blending into the environment and background.

    29. Missing_small

      Creator bastischo on September 12, 2013

      The only one I don't like, is the red ring with spikes and eyes. He looks too generic. I like about the other enemies, that they have something unique. like the block-headed-machine-gun-on-top-mettaur.

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      Creator Andrew DiLeo on September 12, 2013

      I really like the robot with the red skull and shield. I like the new Bladder design maybe make it a bit more mean looking.

    31. Missing_small

      Creator Kevin Nelson on September 12, 2013

      Is there a way to move these daily updates off of Kickstarter? I'd like to receive more major project updates, and can't wait to play the game (hopefully on Mac), but I don't have time to read an update every day, and they've been building up in my inbox.


    32. Missing_small

      Creator Bryan on September 12, 2013

      I love all these designs. There's not one that I don't think is great. These are all classics. I could pick out some that I'm really impressed with, but really they're all awesome. If I had to pick just one, I love the guy with the eye and the gun especially.

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      Creator Billy Chin on September 12, 2013

      Design is sort of cute.

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      Creator Dave Martin on September 12, 2013

      OMG! That bee is totally Hutchi from that old Tatsunoko anime :p he's gone all evil! I like the cube based design and think it would be cool to have a basic enemy that can be customized with various attachements, especially if you can blow away the attachement alone and be left with the basic cube. I also enjoy enemies that can become part of the platforming experience by letting you use them as platforms. It's a great way to add secret areas. I find modern games don't have enough secret areas.

      I like the unicorn design, it's fun. I also like the sign post dude, it's kinda cute and it would be comical to see them try to foil you by pointing you in the wrong direction.

      The face hugger is a really cool concept! Would be doubly fun if you can get a reward from not destroying his victim but only the face hugger.

    35. Avatar11.small

      Creator Vesa-Matti Ollila on September 12, 2013

      I'm on the same boat that i like the more detailed and complicated designs. You need a solid core idea to build those details on, but after that, you can really sex up the characters with details. It only gets bad when the details clutter the core visuals. Think of the original hand-drawn transformers and then think of Michael Bay transformers.

    36. Missing_small

      Creator josh knight (deleted) on September 12, 2013

      i'm a little concerned with the direction the art for this game is going in. i like the more complicated designs because they look more modern. the simplified versions make the game look like it's being developed for a nintendo. i realize it's supposed to be the spiritual successor to what mega man was but it's starting to look too similar to mega man to be it's own game. most systems that this is going to run on should be able to handle the more complex models and add more of the feel people seem to be looking for. a little constructive criticism.

    37. Blerg.small

      Creator Derek Humphrey on September 12, 2013

      @Aaron Redd: Yes, we the original Megaman fans are adults now. But this game isn't just for us. Megaman captivated us as children, so I don't see why Mighty No. 9 shouldn't aim to captivate a new generation of children. If he were to go with more complicated designs, it might not bode well for that demographic. Let the new kiddies get a taste of what you did when you were younger. Playing the original Megaman as a child, I wouldn't want to deprive the next generation of this feeling.

    38. Missing_small

      Creator Adrian Comeau on September 12, 2013

      I love the designs, but I am not so sold on the orange guy. Maybe something more like this;

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      Creator Cosmotronik on September 11, 2013

      Come to think about it, Inafune DID say that he wanted to create a game with the aesthetic akin to this modern era of gaming.

    40. Fb_profile_picture.small

      Creator Aaron Redd on September 11, 2013

      Mr.Inafune, keep in mind your audience. We are adults now. We can handle the more complicated designs. Also, this is a more advanced non-8-bit game, so why can't the enemies look more detailed? I like the inticreates sketches better than before you fiddled with them. You didn't improve them one bit.

    41. Wp-okami.small

      Creator Andrew Welbeck on September 11, 2013

      Hi Comcept crew/ fellow Beckers. Love the design for Sniper Orange bot. Maybe there can be loads of different types that shoot different elements at you, e.g Sniper orange shoots fire, Sniper blue freezes you ect! Liking the face hugging bot concept but not so much the design. Saying that however it would great if instead of this enemy type taking damage from Beck or Call, it simply affected your control of the character or there transformation status/being able to transform! Lastly my personal favourite is the Cube bot with the turret on it's head hiding. Love this design, hope it makes the cut! How about it being able to become part of the background. Please also consider making it into a plushie. Well that's all I got for you, for now! Going to bed now it's 4am! Keep up the great work.

    42. Ryu.small

      Creator Adrian Cattapan on September 11, 2013

      Hey people, how about this for a twist: the final boss battle of the game as Beck Vs Call (who has been taken over by the face-hugger enemy)! Kinda brings back Double Dragon memories, ie; Billy vs Jimmy final battle...

      The final battle with Call could end up being the new 'FF7 Aeris' moment for this generation of gamers? (Or not)

      Anyway, that's my crazy idea.

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      Creator Michael Cormier on September 11, 2013

      I'm really loving some of these designs! Cube certainly seems like a winner to me! Not so sold on the orange fellow in the bottom right of the first drawing.

      It's really great to see your work unfold like this. Watching how your team starts a game from pretty much the beginning is helping me figure out what directions and organization I should take to bring my own ideas to life. From what I can gather so far: Write down or draw everything you think of!

    44. Missing_small

      Creator Gabriel Guimarães Álvaro Bueno on September 11, 2013

      @Vilmar Lopez Bandarra Jr
      That's a great idea! Changing hair style might be hard, but changing hair and eye colors are really easy. Anyway, it's a good idea that they should know about.

    45. Missing_small

      Creator Hika on September 11, 2013

      Cube is cute! I love the signpost one too. I really really love how these all have the construction theme going on. It feels very unique.

    46. Missing_small

      Creator Fernando on September 11, 2013

      I work as a concept artist, and I always add numbers beside the drawing so its easy to people give feedback, but here is hard to give feedback in all the designs you post.

      so to keep it simple I prefer the original ones, I agree some are overcomplicate and need revision, but like someone said Inafune revisions made it look like mega man, and the original ones are more like Mighty No. 9 (more dynamic and futuristic).

      keep the good work it's coming up really nice.

    47. Logovectorieltrans.small

      Creator Cosmotronik on September 11, 2013

      @Johnathan_F_G : Wasn't Gunner Jon the name of the poor face-huggered police bot? :P

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      Creator Proto Man on September 11, 2013

      I like that cube bot enemy. It reminds me enough of a Mettool to make me smile but has enough differences to make it rather unique.

    49. Thca2df9p7.small

      Creator Jonathan_F_G "Inafune&Mikami for life!" on September 11, 2013

      @Francisco Silva

      Hell yeah brother! Gunner Jon, it truly should be. I would light up like Christmas tree if Inafune-san use that name for the new Sniper Joe-esque enemy.

      @Brian Fildes

      Yes we should! His name is Gunner Jon! : )

    50. Yep.small

      Creator Internet's Heat Man on September 11, 2013

      The cube enemy is really neat! I could see it serving as a "be-all" type of minor enemy that can hook up to different equipment/weapons. I also really like Tsuccone (the charging enemy with the horn). The Press style enemy is also neat. Perhaps when you shoot it you can make it swing around and affect other things!

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    INAFUNE SIGNED ORIGINAL SKETCH ============================== A unique, original sketch by Keiji Inafune himself, along with his signature! Includes all previous non-limited rewards. (Check the reward section of the page for more details.)

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    67 backers Limited (133 left of 200)

    INAFUNE SIGNED ORIGINAL SKETCH II ============================== This reward was so popular, we’re adding a second batch! A unique, original sketch by Keiji Inafune himself, along with his signature! Includes all previous non-limited rewards. (Check the reward section of the page for more details.)

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    16 backers Limited (34 left of 50)

    YOUR VOICE IN THE ENDING THEME ============================== We'll use a recording of you saying a word, phrase or sound effect of our choosing, to be used in the ending theme as the credits roll! Includes all previous non-limited rewards. (Check the reward section of the page for more details.)

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    14 backers Limited (36 left of 50)

    YOUR FACE IN THE GAME ============================== We'll make a 2D representation of your face to use somewhere it will fit naturally into the game -- prominent enough for you to find it and show your friends, but innocuous enough not to bother other players. Includes all previous non-limited rewards. (Check the reward section of the page for more details.)

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    3 backers Limited (2 left of 5)

    HELP DESIGN AN ENEMY ============================== Video conference with our designers to collaborate on an enemy character based on your idea or design! Includes all previous non-limited rewards. (Check the reward section of the page for more details.)

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    2 backers Limited (6 left of 8)

    ORIGINAL MIGHTY NO. BOSS CONCEPT ART, 3D-PRINTED BOSS MODEL & SPECIAL BOSS NO. SERIAL T-SHIRT ============================== An original, framed piece of concept art of one of the eight Mighty No. bosses, a 3D-printed model of one of those same bosses, and a special limited edition T-shirt (same as those given out at the PAX announcement) with a Mighty No. somewhere in the range of 1 through 8. Includes all previous non-limited rewards. (Check the reward section of the page for more details.)

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    4 backers Limited (5 left of 9)

    DINNER WITH KEIJI INAFUNE! ============================== Dinner and drinks with the man, the myth, the legend, Keiji Inafune, here in Tokyo. (Travel and lodging expenses are not included.) Includes all previous non-limited rewards. (Check the reward section of the page for more details.)

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Funding period

- (31 days)