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"Quick Saves" in Metroidvania style action/adventures (game design question)

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Bisected8 Tief girl with eartude from Her Hackette Cave (Primordial Chaos) Relationship Status: Arm chopping is not a love language!
Tief girl with eartude
#1: Mar 30th 2017 at 8:23:32 PM

Well, this isn't strictly writing, but it's close and there isn't anywhere else to put it, so:

Any thoughts on how to implement a save system in a game where the player essentially travels from save point to save point (e.g. Resident Evil, Dark Souls, Super Metroid), can still save and take a break without having to get to the next point, but without allowing Save Scumming or ruining the flow of the game?

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