
The man who cures his city from a zombie virus struggles to retain the society he once knew. Dawning the superhero persona Spryward, Deshaun Martin takes on a corporate political infrastructure that suppresses society's revitalization. Spryward faces off against super powered villains, a wizard, and a cyborg made of Dendicium the Metroborg.
Gameplay :
Story transitions from motion comic panels to levels.Linear 2.5D platforming levels.
Electromagnetism ability. (stick to walls, super speed, floating, flip kicks, double jumps)
Call on your pal slushy to gain his slinging abilities.

Instead of turning into a zombie, infection gave Deshaun green skin and super powers. He can manipulate friction on an electromagnetic level. This allows him to slide and stick to any surface. He can halt his own connection to gravity for a short time causing immense heat with flames. Along with friction based powers he has super strength, increased range of hearing, and durability. One punch from Spryward has enough force to shatter a diamond.
Spryward Devlog #2
Added 3 difficulty settings :
Easy :
-Health regen every 5 seconds
-Health regen from charging a super jump
Normal :
-Health regen from charging a super jump
Hard :
-Only health regen from item drops
Added difficulty to the modifiers pause menu
Made the dash attack push Spryward toward enemies that are 6 units away from otherwise it functions normally by which direction you're facing.
Added skip option for controller warning intro sequence
Added missing achievement in last cutscene for Issue #2
Improved navigation on I-5
Slight texture rework on I-5
Added a ramp for NPC and players in the grass section of I-5
Removed back staircase in wizard gauntlet to stop NPC pathing from being annoying
Changed pathing settings for wizard gauntlet to prevent hiding NPC
Added new SFX to the warehouse takedown scene
Updated Controls in menu
Updated Credits
Started working on the Spryward vs Spryward boss fight, so I've been recreating the 2d scene as a 3d environment.
Here's a preview for some of the new suits coming to the game :

Shooting for the anger suit to be functional by the next update with all the updated animations.
Next update (08/03/2022)
Anger Suit
Updated Attacks
Slushy improvements
Spryward Boss Fight
What I've Been Working On :
Added 3 difficulty settings :
Easy :
-Health regen every 5 seconds
-Health regen from charging a super jump
Normal :
-Health regen from charging a super jump
Hard :
-Only health regen from item drops
Added difficulty to the modifiers pause menu
Made the dash attack push Spryward toward enemies that are 6 units away from otherwise it functions normally by which direction you're facing.
Added skip option for controller warning intro sequence
Added missing achievement in last cutscene for Issue #2
Improved navigation on I-5
Slight texture rework on I-5
Added a ramp for NPC and players in the grass section of I-5
Removed back staircase in wizard gauntlet to stop NPC pathing from being annoying
Changed pathing settings for wizard gauntlet to prevent hiding NPC
Added new SFX to the warehouse takedown scene
Updated Controls in menu
Updated Credits
Started working on the Spryward vs Spryward boss fight, so I've been recreating the 2d scene as a 3d environment.

Here's a preview for some of the new suits coming to the game :

Shooting for the anger suit to be functional by the next update with all the updated animations.
What's Coming Next :
Issue 3 (08/31/2022)Next update (08/03/2022)
Anger Suit
Updated Attacks
Slushy improvements
Spryward Boss Fight
[ 2022-07-20 20:44:24 CET ] [Original Post]
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