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Ilmoita käännösongelmasta
It's a question of why destroy the foundation of a rogue like with such a poor feature.
The save deletes itself when you die. It's simply so you can close the game to continue at another time. Many good roguelikes have this feature, well most of them do, actually.
it's like calling a singleplayer game an MMO. by the nature of being singleplayer it's not massively multiplayer.
So by stopping the player from continuing a run at another time or forcing them to leave the game open for many hours unattended that allows Wizard of Legend to be considered a 'rogue-like'?
An auto-save would only save when you successfully complete a level. It can also be programmed to delete the save if you leave the beginning portal area of the next level. That way there is no 'save scumming' potential.
The way it is now, the game is just needlessly giving you a major inconvenience if you have other more important things to do in life.
Roguelikes doesn't imply no suspended gameplay:
https://gamedev.stackexchange.com/questions/177312/how-to-prevent-players-from-using-save-load-tactics-in-roguelike-games
https://en.wikipedia.org/wiki/Rogue_(video_game)#At_UC_Santa_Cruz
https://community.playstarbound.com/threads/quick-save-load.24281/
Sorry OP, it wasn't obvious when you purchased the game. :(
Unlocks are saved, but there is no quit and save functions, no kind of suspend play. This is what the OP was asking about.
I think some people on reddit mentioned you can kind of do this on Switch and Xbox, but I don't know how usable those functions are.
only reason to add a save on exit would be to let people save scum.