NOTE: I own this game on GOG (which is why the little mouse icon that denotes game ownership doesn't appear next to my name) and originally made this post there. I'm reposting it here so that it has a greater chance of being seen by the developers.
I realize the rewind mechanic is a core part of Shadwen, and I'm fine with checkpoints during the game.
That said, I feel we need to be able to save and quit when we feel like doing so. I just lost 25 minutes of game time because I couldn't save and quit out, but I needed to leave and shut down the game.
Before someone chimes in with some ridiculous comment about "save scumming" or worse yet, "handling the consequences of their actions," let me remind them that using the rewind function can effectively reverse and eliminate any problem.
Get caught by a guard? Rewind. Kill a guard, but want to try doing it non-lethal? Rewind. Lilly keeps running out into the courtyard despite telling her to stay put or hide in a haystack? Rewind.
So yeah, there are no "consequences" to be had, and "save scumming" is only an issue in a rogue-like where permanent death is a part of the game. No such thing here in Shadwen.
All I'm asking for is the ability to save the game when quitting so I don't lose time played because real life called or I just feel like calling it a night. That seems fair.
Saving any time is problematic in Shadwen because it's not possible to save the rewind time, so you could be in situation you can't continue from when you start the game again. Solving this kind of problems would mean big chances to the game, which unfortunately are very unlikely to happen at this point.
I'm sorry you feel like the game is missing this, but hopefully you can still enjoy playing.
I'm also sorry we aren't showing up much at the GOG forums, it's something we are working on but we get a lot of messages – so currently the best way to reach us is here or by emailing at Support[at]Frozenbyte[dot]com.
Let me know if you have more questions about this. Cheers!
I can forward this ahead, but can't make any promises. You seems to be the only person who is messaging about this, so we can't give it a high priority. We also just released a patch with all of our fixes, so I don't know when we'd do the next one.
Sorry for the inconvience, but I'll try to look into this. Cheers!
It isn't actually a small thing to add saving everywhere to Shadwen. The system used in Trines almost works for Shadwen too, but there are too many little things that would take some doing. Like should it be possible to rewind after save? What if player quit just before guard saw her?
Considering the state of the game in general (there are quite a few bugs and performance is pretty bad), I'm not surprised that saving between checkpoints didn't get to the top of the list.
I had the same problem yesterday. I played 25minutes without simple save. I agree with DeadPoolX. More checkpoints or another save game option would be great.
I just got caught as Lilly and I were exiting an area, so the game gave me NO time to rewind and automatically sent me back to my last checkpoint: the beginning of that area.
That's an hour down the drain.
I don't know, maybe I'm playing this game slower than most people, but this is a STEALTH game. The idea is to move slowly and cautiously, so I'm going to take more time (especially if I'm trying to avoid killing the guards) to play through it than I would an action-oriented title.
Look, I get that manual saving can't be done with the game as it stands now, but at the very least, more frequent checkpoints can be implemented.
I just got caught as Lilly and I were exiting an area, so the game gave me NO time to rewind and automatically sent me back to my last checkpoint: the beginning of that area.
Um, what? The game should always give you an option to rewind. Sound like you hit a bug. Of course, a save system (with multiple save points) or more frequent checkpoints would protect against bugs too.
I just got caught as Lilly and I were exiting an area, so the game gave me NO time to rewind and automatically sent me back to my last checkpoint: the beginning of that area.
Um, what? The game should always give you an option to rewind. Sound like you hit a bug. Of course, a save system (with multiple save points) or more frequent checkpoints would protect against bugs too.
-JLarja
I was wondering if this was a bug, because the other times I've been caught, it's given me a chance to rewind. Like you said, however, more checkpoints would've at least made this bug less painful as I wouldn't have lost all my work in that area.
Well, could you add in more checkpoints? This way if people need to leave the game, they don't lose as much time when doing so.
Adding checkpoints doesn't matter if you have to leave the game because as the dev stated it can't reload you to the last checkpoint you passed, there's too much else going on in the level.
It is a shame though, I tested it today by accident thinking I could resume where I quit, but had to redo the entire level.
You seems to be the only person who is messaging about this, so we can't give it a high priority. We also just released a patch with all of our fixes, so I don't know when we'd do the next one.
He's the only one who complained. I usually don't even buy games where I can not save and exit whenever I want. My purchase was spontaneous since I simply love sneak games and this one even has Linux support. That problem exists however for all people that are short of time, have crash happy systems (just imagine how often that Steam Link fails me!) or are e.g. with children.
Having to redo the last 5 minutes is acceptable. Wasting half an hour is not. Next time, please :)
Whee, necro! Anyway it seems a bit odd not to allow a save and quit option, even if it doesn't allow for rewinds. Worst case scenario don't overwrite the checkpoint save and if the resume point is a mess then you can always revert to it.
Nothing wrong with necro, shows the devs people still get frustrated by this, but in their defense the game wasn't programmed to work this way. Makes it hard to add in later.
The guys who made Rise of the Triad in 2013 did it but only after alot of work:
Whee, necro! Anyway it seems a bit odd not to allow a save and quit option, even if it doesn't allow for rewinds. Worst case scenario don't overwrite the checkpoint save and if the resume point is a mess then you can always revert to it.
Yeah, if only everyone was that rational. It has been demonstrated time and again, though that badly working feature can be worse than missing feature.
That said, getting save on quit to work well enough wouldn't have been a huge job, just bit too much for tight schedule (and later too much for low sales I presume).
I'm sorry you feel like the game is missing this, but hopefully you can still enjoy playing.
I'm also sorry we aren't showing up much at the GOG forums, it's something we are working on but we get a lot of messages – so currently the best way to reach us is here or by emailing at Support[at]Frozenbyte[dot]com.
Let me know if you have more questions about this. Cheers!
Sorry for the inconvience, but I'll try to look into this. Cheers!
Considering the state of the game in general (there are quite a few bugs and performance is pretty bad), I'm not surprised that saving between checkpoints didn't get to the top of the list.
-JLarja
I just got caught as Lilly and I were exiting an area, so the game gave me NO time to rewind and automatically sent me back to my last checkpoint: the beginning of that area.
That's an hour down the drain.
I don't know, maybe I'm playing this game slower than most people, but this is a STEALTH game. The idea is to move slowly and cautiously, so I'm going to take more time (especially if I'm trying to avoid killing the guards) to play through it than I would an action-oriented title.
Look, I get that manual saving can't be done with the game as it stands now, but at the very least, more frequent checkpoints can be implemented.
Um, what? The game should always give you an option to rewind. Sound like you hit a bug. Of course, a save system (with multiple save points) or more frequent checkpoints would protect against bugs too.
-JLarja
It is a shame though, I tested it today by accident thinking I could resume where I quit, but had to redo the entire level.
Having to redo the last 5 minutes is acceptable. Wasting half an hour is not. Next time, please :)
The guys who made Rise of the Triad in 2013 did it but only after alot of work:
Some history
http://steamcommunity.com/app/217140/discussions/0/846960628556278156/#c846960628556440730
More info
http://www.escapistmagazine.com/articles/view/video-games/columns/experienced-points/10301-Why-We-Have-Checkpoint-Saves
Yeah, if only everyone was that rational. It has been demonstrated time and again, though that badly working feature can be worse than missing feature.
That said, getting save on quit to work well enough wouldn't have been a huge job, just bit too much for tight schedule (and later too much for low sales I presume).
-JLarja