:
I don't think this is a bad idea, actually. It strikes a nice balance between no quicksave and constant quicksaves. Instead you just have a limited amount of quicksaves, depending on your efforts in actually saving everyone or just the ones you need to carry on. In a way it could give some more incentive to rescue hard to reach mudokons in secret areas and the like.
Maybe bird seed is not the way but concept isn't bad.
|
That's like how Hitman handled it's save system during levels, depending on what difficulty you were playing on, you had a certain amount of saves you could use per level.