Musings About Champy The Useless Vampire
With it being October and all, I decided I would play an adventure game that deals in the cartoonishly spooky. I discovered Champy The Useless Vampire. It turned out to be a much shorter game than I anticipated, so I can hardly use it as my October-long Halloween game, but it turned out to be a bite-sized little game clearly made by someone who loves the genre. The puzzles felt competent, but never actually challenging. My main complaint is that the title is wrong. Champy isn’t useless, he does the whole adventure. Saves the day and all that. He’s more competent than Roger Wilco, based on this game. The game was just a bit of welcome fun.
Anyway, a short game, so what could I possibly muse about from it?
Well, it did one thing I liked a lot. Point-and-click adventure games get a lot of flack for “pixel hunting” and that is sometimes justified, sometimes not, but there have been attempts to fix it. My favourite way games have tried to make it easier to find what’s on the screen is when you can highlight the hotspots. Any time I’m in a new point-and-click I find myself hitting tab or shift or spacebar just to see if that’ll do it, since I’ve had games do that in the past. In Champy though, it isn’t a separate button, but rather you hold down the left mouse button and it shows you everything! And it feels so right!
That button is already the primary means of interacting with the game world, so using it to look around, which is what highlighting the hotspots essentially represents, makes it feel I’m still interacting. Having a devoted button for it was always fine, but I realize now that it breaks the continuity of being in the game world in just the most minor way, but holding down the button doesn’t. It appeals to me greatly.
I don’t love HOW the game highlights its hotspots. It puts a little theme-appropriate bat icon on them, which isn’t terrible, but I’d prefer something that didn’t cover up the thing being shown. Since we’re supposed to be seeing the things, seeing less of them isn’t ideal. I’d probably prefer just outlining them in red or something, but still, the system is good.
It’s very likely this system has been used in games of higher profile that I have just not played yet, as much as I’d love to credit the innovation to a small game like this. But no matter what the case, I can credit the makers of Champy for picking the right way to do it.
If I ever get back to trying to make an adventure game on my own, this is the way I’d want to handle it.




