The right click menu issue meant I couldn't use the browser I had been using. Moving to a different browser would mean I need to restart, I think. I could probably have found the place the saves are if I really dug for it, but I'm not familiar enough that it's trivial for me or invested enough to spend time on it.
For my own browser game project the plan is. Instead of a button you can press to delete your save or back it up or whatever, there's a path you can copy and open to find where the save is supposed to be. That was very easy to do in Godot (but isn't tested in browser yet). Not sure if it'll be as easy in your engine.
Viewing post in [prototype] Ural: Strike Sector comments
Hi.
I get what you mean. Actually, the current version of the prototype doesn’t have a save feature. At such an early stage of development, data structures change too frequently, and the vast majority of players spend no more than a single five-minute session in the game. I made a conscious decision to hold off on saves until things stabilize.
But isn’t the save data stored in the browser’s storage—both in Godot specifically and in web games in general? I don’t understand how you can copy the path. Could you explain in more detail?
Tested now. You're right that it's a little more complicated than I hoped it would be.
When I was playing it locally, it worked flawlessly. Now that it's uploaded to browser, it shows
/userfs/godot/app_userdata/Companhita
And I think I need to replace /userfs/ with something that's different per platform (https://docs.godotengine.org/en/stable/tutorials/io/data_paths.html). But the game is aware what platform it's on, so that should be doable.
Just replacing it with %APPDATA% seems to work on windows at least. It automatically finds the right folder.