Published May 8, 2026, 4:00 PM EDT
Murillo Zerbinatto is an Editor at DualShockers specializing in JRPGs, RPGs, reviews, guides, and lists. He has been writing professionally since 2018 and covering games since 2020, with previous work published at Xfire, RPGInformer, IndieGameCulture, and GameRant.
A longtime JRPG enthusiast, Murillo has played more than 250 JRPGs and earned over 100 platinum trophies, giving him deep hands-on experience with the genre’s progression systems, side content, collectibles, and completionist challenges. His coverage often focuses on franchises such as Final Fantasy, Dragon Quest, Trails, Tales of, and Star Ocean.
I may be biased, but to me, video games are among the most prominent forms of artistic expression in the entertainment industry. While music, books, movies, and art itself are world-renowned forms of expression, video games still have to climb and justify why they should be considered art, and are often still mocked as mere children's products.
In my humble opinion, what elevates the medium as an artistic vehicle is its interactive nature. Video games allow creators not only to channel their artistic expression and convey their message, but also for players to engage with the work and impart a bit of their own personality. It's on this premise that My Girlfriend is a VAMP! emerges, a 2D narrative platformer that tasks the player with caring for a Vampire Autistic Magic Princess and, in the process, understanding how a dose of empathy and meaningful choices go a long way when dealing with neurodivergent people.
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During my brief time at Gamescom Latam 2026, I received an invitation to interview My Girlfriend is a VAMP! . As someone who has an autistic brother, I couldn't pass up the chance, especially after playing the demo and recognizing many of the lovely vampire's quirks from my own real-life experience.
Interview with My Girlfriend is a VAMP!, a Game Centered Around ASD
Q: Please introduce the team and tell us a bit about My Girlfriend is a VAMP!
TinyTank consists of a seven-person team: a game designer, a narrative designer, three artists, a composer, and a programmer. We also count on some sporadic reinforcements eventually. The team is led by us, Matheus Lacerda (Game Director and Game Designer) and Juliana Dutra (Executive Producer and Narrative Designer).
My Girlfriend is a VAMP! is a 2D narrative platformer where you must lead your girlfriend back to the castle. Patrícia is a princess who isn't afraid of dragons or fireballs. For her, the worst enemies are found in everyday life: bright lights that burn like the sun, sounds that hurt like stakes, and the unbearable smell of garlic. For she is a VAMP: Vampire Autistic Magical Princess.
The game features caretaking mechanics and empathetic dialogue that determine if you'll stay together until the end of the game, all while the Queen observes your actions to decide the future of humans, whom she calls "nonpires."
Q: Why did you decide to make a game addressing ASD (Autism Spectrum Disorder) as a theme?
JULIANA: We are a couple formed by a typical person and an atypical one. Throughout our marriage, we faced some adaptations regarding sensory issues. Matheus has always been my "support person," and we joked that we could even make a game about what it's like to "live with me." Further research revealed it could truly be a game about acceptance if we approached the theme seriously. ASD came into play because the sensory symptoms are similar to the figure of the vampire, which could be used for these playful allusions. From there, we started studying.
MATHEUS: During this research phase, we identified a market gap. Games that talk about autism are either training games for autistic people or simulations from the perspective of an autistic person. Our game shows the perspective from the other side: the neurotypical person who acts as support. Additionally, we approach the theme through the lens of an "entertainment game" that, at the end of the day, is educational.
Q: The team consulted with psychologists specializing in ASD for the game's development, right? Did this happen before or after the conception of the central idea? And did the development process change after the consultancy?
JULIANA: I check dialogues and narrative decisions with Rebeca Moreira, who is an autistic psychologist with extensive experience in ASD-focused care. One new feature in the game will be a collectible room. In my vision, Princess wouldn't have everything organized, contrary to the autistic stereotype. Rebeca helped me see that ASD is individual, and the character could indeed follow the original idea. In the end, I opted for an "organized mess" room categorized by types.
For her, the worst enemies are found in everyday life: bright lights that burn like the sun, sounds that hurt like stakes, and the unbearable smell of garlic. For she is a VAMP: Vampire Autistic Magical Princess.
MATHEUS: Since the start of development, every conversation, article, or even light content on the subject makes us reflect on decisions already made or ends up generating new insights to apply to the game. Today, we have more ideas than features that actually fit within the game's scope, which is excellent.
Q: I have a 27-year-old autistic brother, so when I played the demo, I somewhat already knew how to handle the dialogue choices. The official description says choices influence the ending. Is there a right or wrong ending? And should people who reach a "wrong" ending be worried?
JULIANA: I'm glad the dialogues are consistent with your experience! I like to think that right and wrong are relative from a narrative standpoint, but generally, we have one response that pleases her, one neutral, and one negative. I wrote it thinking about a relationship: sometimes we are clumsy, but the intention is affectionate and welcoming. Sometimes, intention isn't enough, and words touch a sore spot. And sometimes there is a barrier of understanding, of putting yourself in the other's shoes, that hurts.
As for the endings, we have four possibilities based on how much the Princess wants to maintain the relationship and how much her mother approves of your skills in avoiding dangers. Let's just say that atypical people who reach a "wrong" ending might feel vindicated. As for the nonpires, they will have an educational experience.
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Q: The demo only features some puzzle elements. At one point, the shopkeeper mentions bosses, as well as numerous equippable and collectible items. What other gameplay elements will be present in the final version of the game?
MATHEUS: In the final version, we will have more complex environmental puzzles (those mechanics of dodging stage hazards), as we intend to add at least one new hazard per stage, creating new dynamics and making it more challenging to protect the VAMP. We will also have more refined equippable, consumable, and collectible objects. Equippables and consumables help overcome stage hazards; collectibles will appear in the VAMP's room.
Games that talk about autism are either training games for autistic people or simulations from the perspective of an autistic person. Our game shows the perspective from the other side: the neurotypical person who acts as support.
JULIANA: In the room, you'll be able to see the collection of all items from all special interests of each gameplay. Some players love collecting; neurodivergent people are often in that group. We want to bring more and more elements that generate this identification and visibility. We plan to add more interactivity to the scenery, NPCs, and the most requested of all: petting the cat. Narratively, it will be a journey about difference, empathy, care, and coexistence.
MATHEUS: Depending on the hyperfocus chosen at the beginning of the game, the shops change, and so do the sets of collectibles. Those who really like the game can play it multiple times to try and complete the room's collectibles and experience different endings.
Q: Is there any question I didn't ask that you would have liked me to? What message would you like to leave for the players?
JULIANA: We listen to the community a lot and want to improve the game more and more. I thank you from the bottom of my heart for the affection you bring to VAMP. If you are looking for a game that will embrace you for being different (whether on the spectrum, the broader phenotype, or not) and a very comfortable gameplay experience, My Girlfriend is a VAMP! might be the game that stays in your heart.
MATHEUS: We are very grateful to the VAMP community, which, since we started promoting the project, has supported us and helped in various ways to continue the project in the best possible way. We have over 40,000 people on social media, which is an incredible feat for an indie studio, and we sincerely hope that the final result of this game has a little piece that represents each of you.
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