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Feature Request for next alpha.

A topic by MuiltiNormal created 278 days ago Views: 31 Replies: 1
Viewing posts 1 to 2

When you quit game, it saves your most recent run so next time you hop back in you can load your most recent run. Also you can abuse save files in alpha to rego back to a set point to help with alpha testing. You can test diff stuff in diff ways. (Of course this won't be possible once the game gets on steam. The abusing save files part won't, the reloading most recent runs should.)


So many great games have been ruined by a lack of save support or like in isaacs case, needing a break support. (Loads most recent run)


I didn't even know this game didn't have save support until a few minutes ago, I was super greedy on first biome, got to camp and found a cool aura without grabbing. Decided I'd take a break and maybe try abusing the save file to test a few ideas I have so I could give more feedback. (Grabbed every single crystal on first biome including every plot except 1 with crystal seed. That 1 was a thorn seed to open a box out of which I got 3 crystal seeds) I pressed quit reloaded and was at the village.


Thankyou for hearing my suggestion. Back when I made my last bug report, I didn't realise there was a bug report discussion so I'll make sure to post there in future. If there is a suggestion section then that's absolutely my bad again.


P.S. Still haven't grabbed an aura.

Developer

I hear you on the save file stuff. If we do add this feature it will probably be closer to release rather than in a near-future alpha build.

Unfortunately my suspicion is that adding support for this would be a lot of work, and we're only two programmers on the team. And like you said, a lot of games like ours don't have this sort of save support and people still play them so the expectation doesn't feel established enough for it to feel like a must-have before we ship the game. The unfortunate realities of making a game with just two programmers :(