
A new game for an old system
Yes, you read the heading right.
Kudzu is Chris Totten’s passion project born from his college experience, where he worked on assignments surrounded by the nefarious kudzu plant. This game was specifically made with the intention to be played on the original Game Boy itself (and yes, it works)! It is much akin to old-school Zelda and Metroid titles; Kudzu has ditched linearity and introduced more . . . well . . . plants.
Players can play Kudzu on the original Game Boy, Game Boy Color, Super Game Boy, Game Boy Pocket, and the Game Boy Advance, thanks to Totten’s partnership with Mega Cat Studios for physical cartridge production. It can also be purchased on the Nintendo Switch digitally. The game was released on April 5th, 2024.
Kudzu: “The World-Eating Plant”
You play as Max, a gardener apprentice to Master Zoen. Max and colleagues live at a research base with the intention of studying the true properties of the invasive plant named kudzu.

Zoen, however, has gone missing after mysteriously wandering into the dangerous Kudzu Fields. Max drinks some tea and gathers some “kudzu jelly” and then sets out to find his master. He finds Zoen’s machete abandoned in the fields, equips it, and continues on his bizarre journey. Along the way, he receives help from various colleagues and creatures, collects mushrooms, and slashes the kudzu overgrowth.
There are plentiful monstrosities within the kudzu-covered world, including snakes, large insects, and hostile flowers. In order to recover health from the damage delt by enemies, Max must consume jars of “kudzu jelly.” Kudzu has healing properties after all.
In total, Max travels to eight different areas: Kuzdu Fields, The Gardens, The Estate, The Forest, and more. Kudzu is understood to be non-linear, as Max can go wherever he pleases at any point in time. This requires some back-tracking and cut-throughs of previously explored areas to get to the next location.
A botanical adventure
The game itself is straightforward, and perfectly encapsulates the aesthetic of the Game Boy. Players can select different artistic borders surrounding their game; the game’s booklet looks exactly like how they did in the past, giving you tips, demonstrating the gameplay and mechanics, as well as showcasing Kudzu‘s artwork and character biographies! The classic Game Boy green coloration is perfect, being that the game is all about botany.

Kudzu‘s sprites are quite large, which is different from the sprite sizes in Zelda and “Metroidvania” titles. While this makes it easier to see all the details, it does make each location feel more compact and cramped. Max is only able to equip short-ranged weapons, like a hoe or a rake. If it were not for the weird sprite scaling, ranged weapons could work very well. It would have aided in certain circumstances, like attacking the annoying, spitting “kudzu blossoms”.
On the topic of weaponry, or farm tools, Max is able to use a machete, a garden hoe, a rake, gardening boots, among other items. Each item has slightly different abilities. The boots, for example, allow Max to stomp over brambles and rough terrain without taking damage. Unfortunately, Max himself never upgrades. Max’s base abilities remain the same and all he can really do is walk around and swing a weapon.

The music is another strength of Kudzu, composed by Brandon Ellis (a.k.a. CityFires). Personally, I am often burnt out by the desire to replicate outdated graphics . . . but I never get enough of old-school chiptune. Kudzu‘s soundtrack gives off vibes similar to the soundtrack of Mega Man: tenor and a bit ominous, yet full of energy and thrill. Each area theme is unique and emanates a sense of cautious yet curious adventure. It is the kind of music I would take a bit to listen thoughtfully to before I actually started playing the game.
The questionable controls
While Kudzu has many strengths, there are several fatal flaws in regards to its mechanics. The controls are a bit janky (and I suppose a lot of older titles are just like that).

There were too many times that I just . . . lost control of Max? He would move in random directions that I did not initiate, or my machete would lag several milliseconds before it actually swung. Certain enemies seem to have respawned spontaneously, especially after exiting the pause menu screen. Due to these delays and errors, Max’s attacks occasionally became futile, and players may get hit by an enemy for no reason other than Max suddenly running into it. This made the game frustrating. Kudzu is a tad difficult already, but these performance issues made Max’s deaths very much inevitable.
I died more than anticipated. If players had not saved the game in a while, you can get set back quite a bit. To save one’s data, Max must go inside tents that are scattered throughout the map and interact with the radio. There are lots of tents to save at, yet I struggled lots and had to redo areas over again.
The pause menu screen does not operate smoothly at all. Navigating the screen would sometimes just . . . not work. Clicking left or right to hover over items and options would not register at times, and the clicker became “stuck.” Also, I swear some of my kudzu jelly disappeared even when I had not used it.

The syncing between the gameplay screen and the pause menu was not very accurate either. Sometimes, the amount of health Max appeared to have on the pause menu was not shown in-game, or it said something different. For example, the pause menu said that Max had 25/100 health left, but in-game it would briefly show I had 50/100 health remaining. Due to the miscommunication, this caused me to die much faster and more frequently.
Final thoughts
The concept of Kudzu is amazing and creative, and for sure appeals to fans of the classic Game Boy. Who makes new games for old consoles? Chris Totten sure does!
The soundtrack is full of energetic bops; the character art is nostalgically wonderful; the Game Boy format is neat; and incorporating the kudzu plant as the main object of significance is super cool. As someone who lives in a location that is overrun by the dreaded kudzu, I found the overgrowth relatable and humorous.

The gripes are pretty major, however. The imprecise control schemes and the somewhat unvaried gameplay becomes tedious and boring. Redoing the same areas over and over, the struggle to acquire area maps, and the eventual repetitive nature of the game are definite downsides.
Regardless, I still recommend Kudzu. I applaud the small team of developers for working so hard towards this passion project, and taking the time to thoughtfully research and artistically craft such unique ideas into an old medium.















































