Game Boy Development and Kickstarter Triumph: An Exclusive Interview with Kudzu Dev

Game Boy Development and Kickstarter Triumph: An Exclusive Interview with Kudzu Dev

Kudzu's lead developer, Chris Totten, shares the exciting Kickstarter journey and the challenges of developing a fresh Game Boy title in 2023 in an exclusive Game Rant interview

Kudzu is an exciting new adventure game designed for the original Game Boy. Players will assume the role of Max, an apprentice gardener, on a mission to locate his missing mentor, Zoen. Zoen mysteriously vanishes within a rapid-growing kudzu field, inspired by the real-life invasive plant. Thanks to a successful Kickstarter campaign, a Game ROM file suitable for a Game Boy emulator or compatible flash cartridge will be made available, expectedly by December 2023.

Lead developer Chris Totten, in an interview with Game Rant, explained the project's evolution. He clarified that Kudzu is not a remake of any classic Game Boy titles, but rather a development that builds upon existing games and adapts the adventure genre to the standards of 2023. The interview transcript has been edited for clarity and conciseness.

Q: Can you introduce yourself and provide some information about your game Kudzu?

Totten: My name is Chris Totten and I have been involved in game development since 2006. A friend of mine from college suggested that we collaborate on making video games together. Despite being trained in architecture, my background became relevant to the concept of Kudzu. Interestingly, I first learned about Kudzu during a negative review of my architecture studies. While exploring a site, my classmates and I stumbled upon what we initially thought was an impressive collection of ivy. Being from the northern United States, we were unfamiliar with Kudzu, as was our instructor. As a result, we integrated the plant into our architectural designs in various ways.

During the project review, the assistant dean, who was present at the time, insisted on going first. He pointed out that the plant I had depicted in my project was not ivy, but rather Kudzu. He explained that Kudzu is an invasive species that suffocates other plants by depriving them of sunlight, effectively killing them. He questioned whether my inclusion of this plant in my project indicated a fascination with murder. This statement caught me off guard, and as a junior in college, I was left speechless.

Fortunately, my teacher intervened and said something that has stayed with me ever since. They acknowledged that we were unaware of the true nature of Kudzu and requested to continue with the review. It was as if everyone had included the plant in their projects, making it seem like a common oversight. The assistant dean reluctantly agreed, and despite this incident, we still maintain a friendly relationship. However, it left me contemplating this peculiar plant and its potential to become an evil element in a video game many years later.

After graduating, finding job opportunities in the construction industry was challenging due to the recession. However, I had developed skills in game design, which led to opportunities in 3D modeling and teaching others about 3D design. This eventually became my career path, working on independent game projects and teaching at universities.

After recounting the story to my wife years later, the idea for Kudzu was born. Growing up in the south, she had her own battles with invasive vines in her backyard, which sparked the idea of creating a video game where the protagonist, Max, fights off plants with a machete. The concept remained idle until a revolutionary engine for creating Game Boy games became available, prompting me to finally bring the idea to life. It's exciting to witness how Kudzu has evolved from a mere Twitter find to a prominent entity in the game industry. Being a part of this community has been an incredibly rewarding experience.

Game Boy Development and Kickstarter Triumph: An Exclusive Interview with Kudzu Dev

Q: Let's talk a bit about the main character. Can you describe Max for me?

Totten: Max embodies the classic archetype of action-adventure heroes, a man of action who prefers to let his deeds speak for themselves. He takes on the role of a quiet protagonist, leading a humble life as a gardener. The character of Max draws inspiration from my brother-in-law, including small details like his love for pinwheels in the garden, which we incorporated into the game. We had this idea to transform Max into an action hero, serving as a conduit for players to experience the essence of Link's Awakening.

While not a direct remake of Zelda, Max begins the game fully awake, in contrast to Link who is always asleep. Through Max, we have the opportunity to convey our creative vision. Kudzu combines elements from Zelda, Metroid, and other similar games, but our ambition is to establish its own unique identity. It has been an exciting journey to develop a character that allows us to achieve this goal.

The disappearance of his mentor, Zoen, has a significant impact on Max and the entire community he belongs to. Max is part of a community of scientists, botanists, gardeners, and landscape architects, where his role as a gardener and scientist is valued. However, Zoen, who brought them all together, goes missing, leading to a disruption within the community. Despite not being accustomed to combat, Max is motivated to take action, primarily to progress the plot of the game.

He intends to search for him, opening up various possibilities for other characters. Zoen's disappearance merely serves as the catalyst, initiating a sequence of events that quickly surpasses its initial scope.

Another individual named Grace, who happens to be Max's rival, emerges. Grace possesses extensive knowledge of the area, which proves to be significant, and comes from a lineage of skilled gardeners, which is also relevant. She views this as an opportunity to demonstrate her gardening and adventure abilities to the esteemed gardener and his team. As they both strive to rescue Zoen, tension arises between them.

Q: Are there any particular quirky characters that players will encounter during their journey? Could you share some of your personal favorites?

Totten: One of my favorites is Truffle, who functions as the mapmaker. They are the individual from whom you can purchase maps. I have intentionally used they/them pronouns for Truffle. The character draws inspiration from my time participating in an architecture jury during my school days, which made writing Truffle an enjoyable experience. Additionally, players have the opportunity to unlock cat people within the game's world. We have integrated them into a mini-quest that players can explore.

Meet Tina the Llama, an animal person who plays a key role in unlocking new possibilities. As a goat herd, Tina offers mini-quests within the game. By collecting goats and sending them back to her, players can witness these animals nibbling away at a field of Kudzu. Occasionally, the goats stumble upon something valuable hidden beneath the vegetation, leading to exciting discoveries and potential game-changing moments. It's highly recommended for players to embark on this quest and find all 20 goats.

Furthermore, players will encounter characters who provide valuable insights about Kudzu. These characters, which include famous landscape architects or landscapers who appear as helpful ghosts, share information about the plant's origins and its invasive nature. While not all of them focus solely on Kudzu, they contribute to building a unique gardening universe within the game. Additionally, there is a mysterious little girl named Flora, whose significance in the game's plot should not be overlooked. Players should keep a lookout for her as she becomes instrumental in the game's storyline.

There are some aspects that I have not mentioned yet, but wish I could. However, I want to emphasize one thing. When creating your own video game, it is important to me, as I have mentioned in previous interviews, not to simply recreate someone's childhood. I want to avoid making something that closely resembles Link's Awakening to the point where players may question why they don't just play that game instead. My intention is to craft a unique and distinct world of its own, while still incorporating a few nods or references.

Within the game, there is a boss encounter that I personally find enjoyable and had a great time writing. It pays homage to one of the greatest boss fights I have encountered, which is the Sniper Battle at the end of Metal Gear Solid 3. This battle takes place across four zones, and I have created a four-screen boss battle against a sniper in a way that seamlessly integrates with the game's narrative and universe. Rest assured, it is not a situation where a random character suddenly acquires a sniper rifle.

Game Boy Development and Kickstarter Triumph: An Exclusive Interview with Kudzu Dev

Q: The significance of nature, particularly the Kudzu, in the game is prominent. It is interesting to note its intrusive nature, seemingly making it the antagonist. Does nature assume the role of the villain in the game? If so, what purpose does it serve?

Totten: The true antagonist in this situation is not nature, but rather invasive plants. This invasive species has disrupted the balance of the ecosystem, causing chaos. The Kudzu, in particular, plays a significant role in this narrative, although it's important to avoid spoilers. However, this Kudzu is unlike the typical variety you would see alongside highways in Maryland or Virginia. There is something else at play here.

The game focuses on the issue of invasive plants as a whole, rather than portraying nature as the enemy. One of the central themes is the destructive nature of these invasive species, which consume both natural and manmade elements in their path. However, the game also highlights that there are elements in nature that can be channeled for positive outcomes. For example, in my initial attempt to develop the game for Game Boy, I explored the origins of the game itself.

I have a collection of early PC prototype gifs that I created years ago, just experimenting before turning it into a full-fledged project. Since it was on a computer, the spread of Kudzu was much more extensive. However, I had to simplify that when the game transitioned to Game Boy. The interesting part was that it forced me to really think about the various ways Kudzu could be utilized. It became a hazard in the game, but also a tool for solving puzzles. There are puzzles where you don't simply cut the Kudzu, but instead, you have to manipulate its growth to create a specific path and open a door.

Despite Kudzu being an invasive force, it also becomes a helpful element, and there are other characters in the game who use nature in different ways. One mini-quest assists you in expanding your ability to carry health potions by gathering leaves for a skilled chef who incorporates them into their cooking. Without proper preparation, these leaves are highly poisonous. This aspect is based on a real plant and real culinary traditions that involve using native plants. Essentially, the goal of the game is to restore the ecosystem's balance.

Q: Why did you choose to release Kudzu on Game Boy, despite its discontinuation?

Totten: Having grown up with the Game Boy, I have a deep fondness for it. When I discovered GB Studio a few years back, I was fascinated by the opportunity it presented for creating Game Boy games without having to master assembly language programming. As an artist and designer, not a programmer, this accessible approach appealed to me greatly. I saw the chance to bring a fully-featured game to life without needing a large team, which was a major draw for this project.

This indie project could easily cost $500,000 if I were to develop a large-scale Unity game. However, it started off as a weekend project and grew much bigger due to its increasing feasibility. One of the reasons for this was the engine's familiarity and the fond memories associated with using it. Moreover, there exists a vibrant homebrew community that is enthusiastic about creating and playing games, unlike the notion that one can simply purchase a new Game Boy at Target. This is why collaborating with Mega Cat Studios has been incredibly rewarding, as they have been developing and releasing games for this community for a long time, specifically for platforms like NES and Sega Genesis.

Game Boy Development and Kickstarter Triumph: An Exclusive Interview with Kudzu Dev

Q: Did any other influences or inspirations contribute to the game aside from Zelda and Metroid?

Totten: Hollow Knight has also been a significant inspiration as it falls under the Metroidvania category. When discussing inspirations with fans, mentioning Hollow Knight sometimes surprises them. They might think I am referring to its gothic and dark aesthetics, but in reality, Hollow Knight is quite adorable. What I actually mean is that coming from an architecture background and having extensive experience in level design, I have been greatly influenced by the game. In fact, I have even published two books on level design, one of which is called "An Architectural Approach to Level Design," which has been well-received by readers.

I often contemplate the structure of level design and how other games have successfully tackled challenges like backtracking. Games like Super Metroid, for example, have a lot of backtracking. However, I find that Hollow Knight accomplishes something remarkable by creating a world that is easily accessible and allows players to navigate in any way they desire. This inspired me to aim for a similar experience with Kudzu. Without delving too deep into the technicalities, I explored ways to replicate that sense of being able to revisit previous areas without it becoming a burdensome task.

Q: Kudzu has a Game Boy aesthetic. What kind of emotions or experiences do you hope players will have?

Totten: Our goal is not to completely reinvent people's childhoods, as that can be risky. We want to create something unique that doesn't come across as a mere imitation of another game. However, there are certain elements, like the art style and perspective, that bear resemblance to Link's Awakening. We've included subtle references, such as a gate that resembles a piece of art from Super Mario Land 2, which plays a significant role in one of the main quests. Additionally, we've incorporated elements from other Game Boy games, like Kid Icarus: Of Myth and Monsters, represented by a snake in a similar posture. These callbacks to the Game Boy era are a personal touch, satisfying my inner nine-year-old, while also providing hidden gems for players to discover. Alongside these nostalgic elements, we've created a world that offers new and compelling experiences. Many have appreciated the sense of adventure and the realistic aspects of the game. Our aim is to bring laughter through the inclusion of quirky characters and dialogue, reminiscent of games like Link’s Awakening and EarthBound. Furthermore, attentive players will notice direct references to EarthBound and Mother.

I included a wine-drinking ghost from Mother 3 for fans to enjoy. I have a strong affinity for this ghost character and I hope it resonates with others as well. The characters in my game are all quirky and eccentric, so I hope this ghost adds to that charm. The dialogue in Mother 3 is particularly noteworthy because during its development, the creators were heavily influenced by Twin Peaks. I wanted to incorporate this famous dialogue style into my game to provide players with a fresh experience. Link's Awakening and Mother have undeniably had a significant impact on my game writing.

Game Boy Development and Kickstarter Triumph: An Exclusive Interview with Kudzu Dev

Q: What do you envision Kudzu bringing to the Game Boy library?

Totten: I aimed to create something that aligns more with contemporary game design principles, while still acknowledging established genres in the library. When I looked at games like Hollow Knight, I appreciated how they approached world structure. I also have a fondness for Metroid, but sometimes it feels like I'm playing a game from 1992, with its linear tunnel design and backtracking for essential items. My goal was to offer a different experience. While there are already games like Link's Awakening in this genre, there are also titles like Final Fantasy Adventure. Even though my game isn't a platformer, Teenage Mutant Ninja Turtles 2: Radical Rescue was released just one year before Super Metroid and four years before Castlevania: Symphony of the Night.

Q: Is there any other topic you'd like to address that we haven't covered?

Totten hopes that people will find the game enjoyable and consider adding it to their collection on Game Boy. Additionally, he is hopeful that they will support its release on Nintendo Switch, especially for those who no longer own a Game Boy. He eagerly anticipates players enjoying and exploring the game.