Jevin's Infected Sprunki Rescue puts a blue-hooded Jevin into a small collection of Sprunki encounters: catch Simon as he crosses the screen, search a dark scene for Durple, or face an infected Wenda before reaching her treatment screen. This version by @Colton3 has an unusually uneven rhythm. One task ends with a well-timed tap; another asks you to survive a chase, recognize a temporary stun, and land a second attack.
The character menu makes those choices available without a long introduction. Its bright orange-and-yellow backdrop gives way to dark teal playfields and deep red backgrounds, with rough, expressive character drawings carrying most of the personality. The title screen credits ILikeFrenchFriess for the artwork. Expect distressed characters and visible red injury marks alongside the playful designs.
4 Game Screenshots


Wenda's fight takes two attacks
Wenda is the most developed encounter here. Jevin starts above her in a sparse arena, while an ATTACK label sits nearby. Wenda moves toward him, and contact resets the fight immediately. There is little ceremony around losing: the characters reappear in their starting arrangement and the chase begins again.
Pressing ATTACK sends a small yellow projectile toward Wenda. The first successful hit stops her chase and changes her into a dizzy pose, with spiral marks above her head. That pause is an opening to reposition, rather than the end of the encounter. After a few seconds, she recovers and starts pursuing Jevin again. A second successful hit leaves her lying sideways, followed by a transition to the treatment screen.
The useful strategy is to create space during that first stun. Moving Jevin downward while Wenda was stopped left enough room for the next projectile to reach her before she caught him. Standing close and waiting for her recovery repeatedly ended in a reset. Movement and attack timing matter together, even though the arena itself is simple.
The camera complicates that small loop. As the view shifts, the ATTACK label changes position and can approach the edge of the portrait playfield. Keep track of the visible label rather than repeatedly tapping one fixed spot. In the touch-controlled playfield, pressing and dragging on the right side produced reliable movement; release the gesture before selecting ATTACK.
Reaching treatment does not finish the rescue
Winning the fight leads to a close-up of Wenda beneath the words LET ME GO! Four item icons sit across the top. The first three are crossed out, while the yellow cross appears available.
Those icons set up an expectation that this version does not fulfill. The crossed-out items produced no treatment change, and selecting the yellow cross led to an ERR / disabled notice before returning to the title screen. Reaching Wenda's treatment screen is therefore the verified payoff for the battle; a completed cure is not available through that route in the current version.
That abrupt stop matters more than the rough artwork. The fight establishes a clear sequence—chase, stun, reposition, attack again—but its follow-up gives the player no successful treatment to finish. Enjoy the encounter as a short challenge, with that boundary in mind.
Simon and Durple change the pace
Simon turns the game into a quick target-catching task. A large yellow Simon travels across a dark scene. Tap him while he is visible and the game returns to the title screen. Missing the first pass leaves a pause before another Simon moves in the opposite direction. Watch the character's path and tap as he crosses a comfortable part of the screen; tapping empty space does not count as a catch.
Durple's branch is slower and much darker. A gray circular player marker stays central while movement scrolls the surroundings. Explore in more than one direction to bring the purple Durple into view, then tap Durple himself to return to the title screen. Moving around and finding him are separate from selecting him, and the low contrast makes the search less readable than Simon's bright silhouette.
Vineria's entry offers another brief movement scene with Jevin, and contact can send the player back to the title. It does not provide the same clear battle-to-treatment sequence as Wenda. The collection works best when these differences are treated as individual miniature activities, rather than stages in a continuous campaign.
A small collection with clear limits
Several menu portraits are crossed out, and Black is marked WIP. The Mr. Fun Computer, crossed-out Jevin, Mr. Sun, and Black selections lead to the disabled notice rather than additional playable encounters. The menu is broader than the working collection.
The strongest reason to try this version is Wenda's short, readable stun-and-chase sequence. Simon adds a fast reaction test, while Durple offers a slower search. The limited treatment outcome and abrupt returns make it better suited to a few character experiments than an extended rescue adventure.
For other games built around the same healing theme, try Heal Infected Sprunkies or Jevin Healed The Infected Sprunkis. They are separate games; their encounters and progression should not be assumed to apply to this version.










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