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(+2)

I suppose this depends on if you are expecting the user to “lose progress” while playing the game.

Can the player explore the village and then die from a monster attack or something similar? If that happens, does the player have to re-load to the last save, or do they respawn in a nearby place with all of their items?

  • If the player is expected to re-load an older save, then you need to make sure player’s don’t lose a lot of progress. This could be one save point in the middle of a small village, or several save points spread out, depending on the game. This is similar to Resident Evil 1.
  • If the player just respawns nearby and play continues, then saves are only there to allow to dip in-n-out of the game, so having a lot of saves, even autosaving when exiting the game, might be a better idea. This is similar to Dark Souls-esque games.

These are my two cents, the details really depend on your game, but hope this gives you some food for thought :)

(+1)

Thank you very much for your reply! 😁

There is hardly any combat in my game, only if the player plays very badly and is not careful at all.

However, they can die by accumulating horror points, wounds, depression and madness. These points will increase depending on decisions or events encountered throughout their exploration, and can be reduced with items such as alcohol, cigarettes or surgical bandages.

My intention is for the player to play cautiously and responsibly, so I don't want them to be able to save the game whenever they want or activate an auto-save.

As the map of the village is quite extensive (in addition to the interiors of the houses, which also take a long time to explore thoroughly), my idea is to leave 4 or 5 save points throughout the scenario, and use the background to add meaning and narrative coherence to these points. (a childhood soft toy, a photo of their parents, their grandmother's kitchen...)

Thanks again for commenting, I hope you get a chance to play someday!!! 😘