With #560, we would have a more definitive game over condition, and as it is, that would render terminate the ongoing campaign, and the player would have to start a new one. While that's perfectly fine and appropriate for a hardcore skill level, it might be a bit harsh on players who are not specifically interested in beating the whole game without "dying."
To remedy this, without entirely removing the "cost" of failure, I propose introducing a nonlinear campaign structure, offering a more fine-grained subdivision than "the whole game." This would open up some new possibilities:
The consequences of running out of rewinds/spawns can be restricted to one "mission." (Region, level, or some other subdivision.)
Failing and retrying a "mission" is more of a fresh start, reducing the risk of getting stuck in a campaign dead end.
Stages do not necessarily have to be completed in order.
Optional challenge/bonus levels can be introduced.
Completed levels can be revisited within the campaign.
With #560, we would have a more definitive game over condition, and as it is, that would render terminate the ongoing campaign, and the player would have to start a new one. While that's perfectly fine and appropriate for a hardcore skill level, it might be a bit harsh on players who are not specifically interested in beating the whole game without "dying."
To remedy this, without entirely removing the "cost" of failure, I propose introducing a nonlinear campaign structure, offering a more fine-grained subdivision than "the whole game." This would open up some new possibilities: