Thanks for the compliments you gave. And feedback is important. Tragically in spite of having numerous options things were out of alignment for my fate and I couldn't get anybody I know to playtest the game before the end of the submission period for this game jam. I know how important that is.
I understand that this game has flaws. I found some flaws in it even before I had a second person play it. However, something about this doesn't add up. In defense of this one mechanic, I will try to analyze and document the savings through process of elimination.
There are basically three collections you can lose in some amount when you die. Your health, your spin points, and your years of life expectancy.
Life expectancy, unless I've missed a truly terrible bug, never actually resets instantly to 5 years or 0. It goes down by one when you get hit, and it goes down by two when you die. That one can be stockpiled pretty well if the player is either me or is uncommonly good. Now I do really hope this is actually happening and the game isn't bugged. That number should be able to go down slightly the way I think it's going down because that is basically this game's version of a leaderboard. It's not exactly a resource.
Health is how many hits you can take, and you have to lose health to die. That one replenishing after you die ordinarily does not make much sense. However I can imagine a possibly not-overpowered version of the mechanics where some kind of stockpiling for health occurs. Maybe it'd take a highest-point value from the previous level you just beat, change your health to that when you die and respawn, and each time you die the max reset health value is decremented so you can't just go through a level with 12+ health repeatedly without fear of the consequences willy nilly.
Finally, there's the spin points. At first, I didn't think of these as something that should stick around purely because I hadn't resolved what chests should be like yet, probably expecting that their drops were going to replenish after a player death. Things in the development changed since day 4. As chests reappear after death but don't reset their contents, I now can see spins decrementing the same way as life expectancy.
For all of these "items", I tried to make sure they'd carry over from previous levels as you go through a campaign. And then I found a bug very late into all this that made them not reset upon reentry from the main menu, which I had to fix on the last day. (They still do carry over when you're playing the levels in sequence.) That's how we ended up with Jam version 1.0.0-b.
So, for savings... Did you lose all your savings? Health was more nuanced in terms of bringing it back, something I only figured out last night, and years of life expectancy have a different algorithm altogether. That basically leaves spins, the one collectible I definitely could have done more about. What is it exactly that you specify when you say savings? This might be very important because suddenly I'm not so sure if the life expectancy counter is working as I designed it. There is also a 100% completion condition with a small reward output that works by saving whether or not each level was completed while all the chests were broken. It's probably never been seen by anybody else yet.