Whack-a-vamp

When backup ideas bite back.

Challenge Context

Created for an Articulate Halloween Challenge, this project began as a quick backup idea in case my main build (Wanda the Witch) didn’t work out. But, as it turns out, even vampires can be trickier to tame than witches.

 

What started as a simple arcade-style mini-game quickly evolved into a logic puzzle of timing loops, random states, and trigger chains that tested every ounce of Storyline sorcery I had.

Tools and Skills

Articulate Storyline 360 · Trigger Logic · Randomisation Variables · Game Mechanics Design · Audio Editing

Design Approach

Inspired by the classic Whack-a-Mole, I reimagined it as Whack-a-Vamp for a spooky seasonal twist. Learners (or players) must click or tap the vampires as they rise from their crypts before disappearing back into the night — racing against a 30-second countdown.


Each vampire cycles through three states: Normal (lurking), Hidden (underground), and Whacked (splattered), synced with eerie sound effects for impact.

 

Behind the scenes, a web of triggers randomises appearances, handles scoring, and restarts the game loop — turning a playful Halloween idea into a surprisingly complex interactive build.

What I learned

“Simple” games rarely are, especially when you mix random events, looping layers, and time-based scoring. But they’re a brilliant reminder that experimentation and play are some of the best ways to level up as a learning designer.