Closed gelisam closed 11 years ago
If we turn this into a metroidvania, then we should instead remember which doors the player has gone through.
As opposed to which doors the player as unlocked, because some of the puzzles rely on the fact that unlocking a door might put the player in a location where he cannot reach the door anymore.
We will not turn this into a metroidvania. So, remember the highest level and either restore there or allow the player to pick a level. That level-select screen might actually be quite useful in debug mode!
Just tested with a user who had never seen the game before: the game takes about an hour to complete. That's longer than I expected, but still not enough to make saving indispensable.
@JimmyLahaie implemented this, youhoo!
Now that we have many levels, it might be worthwhile to remember the highest last level the user reached, and allow him to resume from there.
I think the keyword here is HTML5 localStorage?