Wizard of Legend

Wizard of Legend

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steelwork Jul 26, 2019 @ 10:01am
how can i save my current run ?
Is it possible to save your current run to play the game later on?
i know binding of isaac has this feature.

in case saving isn't possible in wizard of legend it would be great to have that feature as not everyone has time to play a full run nonestop. i heard there was a endless gamemode too.
would be sad to have to restart from the beginning each time i quit the game.
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Showing 1-15 of 16 comments
arceus03 Jul 27, 2019 @ 10:13pm 
Not that I know of. If you quit, you start over.
Carnatux Jul 28, 2019 @ 8:46am 
thats just how rougelites tend to work(quick one shot runs) a normal run should take roughly 30-35 mins or so.
Tomibouzu Jul 29, 2019 @ 2:20am 
Originally posted by Carnatux:
thats just how rougelites tend to work(quick one shot runs) a normal run should take roughly 30-35 mins or so.
yeah 30 minutes for a full run sounds about right. Obviously unfinished runs would be less time.

does not seem like a game that really needs any kind of "in run save"
Pocket Eater Aug 2, 2019 @ 5:14pm 
I would appreciate this function. I wish I had known there wasn't a saving feature before buying this game.

Since I'm still new to the game I've been taking my time reading descriptions and just pausing here and there just to take a breather. I think I'm barely reaching the first boss so far in like 20 minutes. I find myself sometimes wanting to continue and sometimes wanting to take a break from the run to eat or return a missed call.

Last edited by Pocket Eater; Aug 2, 2019 @ 11:44pm
Tomibouzu Aug 3, 2019 @ 4:26am 
Originally posted by Warehouse Meister:
I would appreciate this function. I wish I had known there wasn't a saving feature before buying this game.

Since I'm still new to the game I've been taking my time reading descriptions and just pausing here and there just to take a breather. I think I'm barely reaching the first boss so far in like 20 minutes. I find myself sometimes wanting to continue and sometimes wanting to take a break from the run to eat or return a missed call.
there is a saving feature, in the place where it's important.

sounds like you missed that it's a roguelike and that's really what your problem is.

you're going to die in runs, it's part of the game, if you try to avoid it you will never get better at the game. usually playing overly cautious will kill you more than being reckless.

the general gameplay loop of this style of game is enter a run, make mistakes, die, think about mistakes and how to not make them next time, repeat.
Last edited by Tomibouzu; Aug 3, 2019 @ 4:27am
Pocket Eater Aug 31, 2019 @ 9:49am 
Originally posted by Tomibouzu:
Originally posted by Warehouse Meister:
I would appreciate this function. I wish I had known there wasn't a saving feature before buying this game.

Since I'm still new to the game I've been taking my time reading descriptions and just pausing here and there just to take a breather. I think I'm barely reaching the first boss so far in like 20 minutes. I find myself sometimes wanting to continue and sometimes wanting to take a break from the run to eat or return a missed call.
there is a saving feature, in the place where it's important.

sounds like you missed that it's a roguelike and that's really what your problem is.

you're going to die in runs, it's part of the game, if you try to avoid it you will never get better at the game. usually playing overly cautious will kill you more than being reckless.

the general gameplay loop of this style of game is enter a run, make mistakes, die, think about mistakes and how to not make them next time, repeat.


All the other Roguelikes I have played have a save function that can save during runs to some extent.

I get that I'm not playing in a way that will enable me to win, was just trying to absorb the game mechanics initially. But even if I do start playing the way it's intended, I'd still appreciate a save function for between levels at least.
Last edited by Pocket Eater; Aug 31, 2019 @ 9:50am
Tomibouzu Aug 31, 2019 @ 11:45am 
Originally posted by Warehouse Meister:
Originally posted by Tomibouzu:
there is a saving feature, in the place where it's important.

sounds like you missed that it's a roguelike and that's really what your problem is.

you're going to die in runs, it's part of the game, if you try to avoid it you will never get better at the game. usually playing overly cautious will kill you more than being reckless.

the general gameplay loop of this style of game is enter a run, make mistakes, die, think about mistakes and how to not make them next time, repeat.


All the other Roguelikes I have played have a save function that can save during runs to some extent.

I get that I'm not playing in a way that will enable me to win, was just trying to absorb the game mechanics initially. But even if I do start playing the way it's intended, I'd still appreciate a save function for between levels at least.


Originally posted by Warehouse Meister:
Originally posted by Tomibouzu:
there is a saving feature, in the place where it's important.

sounds like you missed that it's a roguelike and that's really what your problem is.

you're going to die in runs, it's part of the game, if you try to avoid it you will never get better at the game. usually playing overly cautious will kill you more than being reckless.

the general gameplay loop of this style of game is enter a run, make mistakes, die, think about mistakes and how to not make them next time, repeat.


All the other Roguelikes I have played have a save function that can save during runs to some extent.

I get that I'm not playing in a way that will enable me to win, was just trying to absorb the game mechanics initially. But even if I do start playing the way it's intended, I'd still appreciate a save function for between levels at least.
point is a save feature for during runs would be utterly pointless. general run unless you're trying(for whatever reason) to be ultra cautious is 30 minutes. If it takes longer you sat around far more than you should have.

the only use a mid run save function would serve is to make save scumming a thing. considering it add nothing at the cost of time where real improvements could be made i'd say adding save scumming is pretty low on priority list.
Pocket Eater Aug 31, 2019 @ 9:04pm 
Save scumming is not an issue if you make it a quick save that disappears on reboot, like a suspend play. Literally every roguelike I've played has it like this. So I don't think it was unreasonable for me to expect it here. Maybe I've just had an unusual experience with the genre?

I'm not arguing that this should be high priority or anything, just wish I knew before hand. :(
Tomibouzu Sep 1, 2019 @ 1:29am 
Originally posted by Warehouse Meister:
Save scumming is not an issue if you make it a quick save that disappears on reboot, like a suspend play.

you say that, but the thing is it most games that do this still have a way to save scum.
FTL on its own is one to point out. you save, then you make a copy of the save and put it in when you want to load that specific save.
steelwork Sep 1, 2019 @ 3:42am 
Originally posted by Tomibouzu:
Originally posted by Warehouse Meister:
Save scumming is not an issue if you make it a quick save that disappears on reboot, like a suspend play.

you say that, but the thing is it most games that do this still have a way to save scum.
FTL on its own is one to point out. you save, then you make a copy of the save and put it in when you want to load that specific save.

what about binding of isaac?
Last edited by steelwork; Sep 1, 2019 @ 3:42am
Tomibouzu Sep 1, 2019 @ 3:48am 
Originally posted by steelwork:
Originally posted by Tomibouzu:

you say that, but the thing is it most games that do this still have a way to save scum.
FTL on its own is one to point out. you save, then you make a copy of the save and put it in when you want to load that specific save.

what about binding of isaac?
i dont know how to do it in every game, just that people are clever and find work arounds.
Outward was just console command into a different menu to find older saves.

its case by case.

Back to topic though, it just does not seem like a reasonable thing to spend time working with. discounting a finishing run a typical run is something like 10-15 minutes. on high end a game might be 1 - 1/12 hours on a slower run.
steelwork Sep 1, 2019 @ 3:52am 
more like 30 to 45 min for me and i never pass the 3rd boss.. :(
i prefer to chill and play slowly than rushing to avoid spending to much time on one run.
WoL isn't a competitive game and is a solo game anyway so if some people decide to cheat they can do so alot of different ways. so saying that ppl may cheat with a save system doesn't matter much.

i do understand that this is not a priority but if the dev have time, implemùenting a QoL feature such as a save mechanism (which delet other saves or whatever) is much appreciated.
Tomibouzu Sep 1, 2019 @ 1:58pm 
Originally posted by steelwork:
more like 30 to 45 min for me and i never pass the 3rd boss.. :(
i prefer to chill and play slowly than rushing to avoid spending to much time on one run.
WoL isn't a competitive game and is a solo game anyway so if some people decide to cheat they can do so alot of different ways. so saying that ppl may cheat with a save system doesn't matter much.

i do understand that this is not a priority but if the dev have time, implemùenting a QoL feature such as a save mechanism (which delet other saves or whatever) is much appreciated.
rushing? I never referenced the runs where people rush, those when the person pulls it off end up being 15-20 minutes and maybe even lower.

also the point of save scumming is less about cheating and more about keeping the current QOL instead of lowering it. If you have to exit the game to copy a save again and again trying to finish a run you're spend more time in folder than in the game figuring out builds that work for you.
The Fool Oct 25, 2019 @ 7:59am 
Bit of a necro here, but I agree that this would be a nice feature, especially since endless mode got implemented. I've never done more than 2 cycles, but I'd be much more inclined to see how far I could get if I could save and come back to it later.
Last edited by The Fool; Oct 25, 2019 @ 8:00am
Goldfinger O,o Nov 7, 2019 @ 10:57am 
Originally posted by Carnatux:
thats just how rougelites tend to work(quick one shot runs) a normal run should take roughly 30-35 mins or so.

I disagree, Dead Cells has a great auto save, you can pop in & out of a game very quickly and it starts you back exactly where you were. Its a really great feature, sometimes the phone rings or someone comes online & wants to play something else, you shouldn't have to just abandon game for these reasons. I don't think there is any downside to having a save feature.
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Date Posted: Jul 26, 2019 @ 10:01am
Posts: 16