Stop the autosave from trapping the player in a lost situation
A game that autosaves when the monster is already unavoidable sends the player into a death loop on every load. Here is how to keep a short history of saves, skip the ones that can no longer be won, and fall back to the last good one.
Why this works
A save that cannot be won from is worse than no save, because it quietly ends the game for that player. Keeping several safe ones and never letting a doomed one push them out means there is always a place to go back to.
When not to use it
Wrong for games built on permanent consequences, where one save and no way back is the rule. Respect that, and use only a single honest save, but make dangerous moments obvious before the game writes one.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 17 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Stop the autosave from trapping the player in a lost situation" (read_entry autosave-just-before-an-unavoidable-death) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP