You are the main protagonist: a small person made from letters that comprise the word “hero”. Typoman is your hero’s journey through a typography-themed world in which you must always be on your toes. These levels will keep you thinking and create challenges for your brain to overcome. You play a hero that is a symbol for writers who write for truth and freedom; there are even elements that symbolize censorship, as well.

Text is integrated into the gorgeous 2D game world. While most of your hero is intact, he is still missing an arm, which you are on a quest to find. Eventually, a mysterious “guardian angel” gives you back you arm, but only after completing a few puzzles along your way. Solving a puzzle involves thinking of the word that solves your problem and creating it with the letters you are given. Some of the puzzles can even be deadly, but there are foes as well. The Hate monster is a being much like yourself, made of letters to comprise a word which reflects its actions towards you.

Brainseed Factory, the developer, is hoping to have the game out within three or four months, but we don’t have an official release date. The game will be Wii U exclusive. What do you think of Typoman? Tell us in the comments!

Source: Nintendo Treehouse Live @ E3

Our Verdict


Mariah Beem
I am very fond of video games, which is why I chose my major of Video Game Design with focus on Narrative. The idea of being able to make people feel the way I do about games through my own game is my main goal. I want to be able to give gamers a way to connect and be brought together by an experience that could be powered by elation, sadness, or even fear. It is emotions such as those that hook people into games and make them want more. By connecting a well-thought story with mechanics, character design, level design, and even audio, a game can be unstoppable - and ridiculously fun to play. I believe that narrative design is not a static thing. For narrative to be done well, it must be fluid and dynamic - something that is able to be changed by the player. Whether that be by choices, the knowledge the player gains from exploring, or simply who the player talks to, the story must bend and change and grow. This is why I want to be a narrative designer: there is definitely more to it than meets the eye, and I love a challenge.


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