How to play
- The villains walk toward Octo's tower, a word above each head. Type a word to knock its villain out.
- The first letter you type picks the nearest villain whose word starts with it; Octo sends a jet of ink with every right letter. Escape lets go of a villain.
- A villain who reaches the tower costs a heart, the boss costs three. Five hearts, and one back after each boss.
- Ten knock-outs fill the ink: press Enter to send an ink wave across the field.
The villains and their tricks
The Typo Gremlin swaps two letters, so type exactly what you see. Captain Caps Lock shouts in capitals. The Backspace Bandit runs fast and takes back a letter if you hesitate. Professor Punctuation adds a comma or a question mark. The Number Crusher wears armour: a number first, then a word. Every five waves, The Deadline brings a whole sentence, spaces included.
Why it helps
Aiming forces you to read ahead while you type, the habit that makes fast typists fast. The waves grow longer and the words too, so the game keeps up with you.