Boyfriend Dungeon: Talking Cuties and Dunjs with Kitfox Games
Kalvin Martinez / Aug 16th, 2018 No Comments
Boyfriend Dungeon caught our attention last year when Kitfox Games announced it was in development. Not only because Moon Hunters was a fantastic game, but because Boyfriend Dungeon has one of the coolest genre mash-up in years.
If you ever raided a dungeon and thought what if I could add the thrill of romance to my dungeon crawling or ever thought I love going on dates, but what if I could slash up some monsters in-between the dates? Then Boyfriend Dungeon has you covered!
Not only is Boyfriend Dungeon the hack-n-slash dating-sim of your dreams, but it also probably is the one of your wildest dreams. This isn’t simply romancing other adventurers as you both kill monsters and pick up loot. No, Boyfriend Dungeon is about romancing the weapons you find as your explore “dunjs.”
Wait, what? How do you love a weapon? Very carefully…
Actually, Boyfriend Dungeon isn’t about loving an inanimate object, but no judgement if that’s your bag. In Boyfriend Dungeon the weapons you find transform into beautiful people. How beautiful you ask? So, so beautiful!
Whether you’re plundering procedurally generated dunj or using your loot to fund your dates with your weapons, there will be plenty to do, slay, and date in Boyfriend Dungeon.
If you’re like us then you probably have a ton of questions about Boyfriend Dungeon. Lucky for all of us, Tanya of Kitfox Games was gracious enough to answer some of our serious and silly questions about design, gameplay, romance, and more.
Tell Me More, Tell Me More
Gaming Illustrated: What are the unique challenges in creating genre bending games? How do you strike a balance between what makes each particular genre compelling while forging new mechanics and elements to craft something wholly new?
Tanya X. Short: Kitfox has made a few hybrid games now. In some ways it’s like building 2 games! But we find it helps to focus on why we’re in that genre – what the player experience or emotion is that we’re trying to achieve. For example, the narrative and combat in Boyfriend Dungeon are both meant to create a playful fantasy; in real life, having a lot of lovers and fighting monsters would be pretty stressful and demanding, but in Verona Beach, it’s not just manageable, it’s enjoyable. But in pursuit of that playful fantasy, we have to analyze each part of the RPG and dating sim genre and its assumptions, and cut it down to what’s important.
GI: Since your romancing your weapons as a key component of the dating sim aspect, how many weapons/potential love interests are you hoping to introduce (given funding goes well)? Are there unique challenges in choosing what type of weapons to put in for gameplay balance and what type of weapons to choose from? What is the process for choosing a personality or human look for a particular weapon?
Tanya: We’d love to keep adding more weapons! There are so many different kinds of lovable people and beautiful blades out there… I usually think of someone in real life that I’ve thought was charming, or two or three, in order to find inspiration. But I want to keep my expectations realistic; the first step is reaching our funding goal, which will put us up to 6 weapon-babes.
GI: Balance may be a major theme for this type of undertaking, where will the balance lie between classic dungeon crawling and simulation? How seamless are these two aspects and why do you feel these two genres are great for each other?
Tanya: Dungeons are the core gameplay, in terms of time spent, but dating is the core gameplay, in terms of memorable moments and decisions. I personally get restless when I have to read too much, and I get stressed when I have to fight for hours on end, so… it’s mostly trying to balance the player’s energy and exhaustion to find the perfect pacing. That’s how I think the two fit together… it’s like going to the gym and striving hard to improve yourself, and then treating yourself to ice cream. Except you don’t have to feel guilty after the ice cream/kissing/whatever!
GI: What kind of combat will these different weapons allow and will those styles play a part in how dates unfold?
Tanya: They’re all melee weapons, primarily, and we want them each to feel and play differently. That’s all I can say for now.
GI: Procedurally generation got a bad rap after No Man’s Sky, are you worried about saying dungeons are procedurally generated as in they are not carefully crafted?
Tanya: Nah. No Man’s Sky is a triumph of game development. I’m not worried. Procedurality is just a different flavor, and it’s OK with me if some people prefer authored content. I won’t be promising billions of dungeons or hundreds of hours of gameplay anyway, though.
GI: Let’s talk protagonists! Are you giving players the option to create their own characters? How gender fluid will that be in creating your own avatar if that is an option? What kind of gender fluidity is there to potential partners or friends?
Tanya: You can pick your pronouns and look as you like. We’ll have men, women, and enbies (non-binary people) as romantic weapon options… date only one or all, as you prefer.
GI: Let’s talk about sex, baby! What kind of sexualities and relationships are you planning on making options for players? Polyamory? Can I romance a dog or is that possible spoilers?
Tanya: Date whoever! I’m not your mom. Okay wait no, don’t date the cat romantically, he just wants to be your friend. Still not your mom though.
GI: How are you planning to handle crowdfunding with Boyfriend Dungeon? What challenges come with crowdfunding that you’ve had to take into account when developing the basic idea for the game? Do you feel a pressure comes with looking to players for funding?
Tanya: We wanted to order some body pillows and pins and stuff and didn’t know how many to order, so… this will help us get a handle on it. Plus, we’ll get more room in the schedule to make the game prettier. After Moon Hunters I’m not worried – it was really fun to work with our backers, and I think we learned so much from it, I can’t wait to see what ideas and enthusiasm the Boyfriend Dungeon fans bring.
GI: What are some stretch goals?
Tanya: We have tons of ideas but… I can’t talk about those yet! What if we didn’t make our funding goal? Then it’d be even more embarrassing.
GI: Are you planning to bring this to the Switch or consoles if funding allows?
Tanya: That’d be neat but we can’t announce anything there yet either.
Thanks to Tanya for taking the time to speak with us about Boyfriend Dungeon. While at the time of the interview, Boyfriend Dungeon hadn’t even launched its Kickstarter. Today it not only only reached its initial funding goal, but has exceeded it by over 26k. Looks like y’all are as hungry for dating-sim meets dungeon crawling action as we are here. With 30 days to go in the Kickstarter, Tanya and the Kitfox team may be looking at stretch goals sooner rather than later.
Boyfriend Dungeon is the latest game from Kitfox Games with a 2019 release window.If you want an opportunity to get some sweet physical backer rewards and help fund a cool project, check it out here.
tags: Boyfriend Dungeon , interview , kickstarter , Kitfox Games , pc , steam