Post the core design philosophy of your game, or at least what you have in mind.
I wanted to think of as many ways to keep the player from gaming the system as I physically could solely so they don't escape the sheer pain I intend to inflict upon them as well as incentivize them to get better at it
>ONE save file. No more
>Saves are a limited resource RE style
>If you're not at full HP and have even one status effect, going back to a previous save keeps said status effects and HP loss because fuck you
>You can't go back to a previous save mid-fight
>Close out the game via alt f4? You get every status effect at once because fuck you
>Autosave after every fight, therefore you're not allowed to go back and try for a better outcome if you barely made it out in one piece
I'm trying to create a game that effectively shouts in your face "Git gud scrub"