Breja: Sure, I get all that... But does it matter, really? To me as a customer? Should it? I mean... look, I'm not sure how to put it without being an asshole when someone probably busted their ass to make it, but in the end doesn't it really only matter what the game is, not the excuses that can be made for it? I mean, the fact we can understand the why of it won't make it more fun. Why would I spend money on it and not one of the many other games that don't require the "it's a solo dev making first-time mistakes" defense? If someone was selling you food that tastes bad, would you buy and eat it because they are a poor beginner cook, when you can get a perfectly good meal for that money too?
Edit: Just to be clear, I'm not trying to convince you or anyone else not to buy the game, I'm talking in a more general way, because I think it's a genuinely interesting question that has come up - should we hold games to different standards depending on the causes on their flaws, when they compete for the same money and time of ours? Why are lack of experience/manpower/means of a solo dev "good" extenuating circumstances but hardly anyone would treat mismanagement of a project by big publisher so, even though it's just as good an explanation of a poor result?
Perfectly reasonable stance. The same way I am not convincing anyone to buy it.
If lack of saving is a hard no for anybody, they should probably skip something like this. Just trying to explain why proper save systems are actually not that easy to implement. And can perfectly understand the reason given by the dev. In the case of this game, sounds a lot like the Dark Forces system with 1 Ups.
Still, that being said, I always give games bonus points for properly implemented manual saving.
dtgreene: Don't forget that there's the risk that the player might save themself into a corner. If the player is at low health and is about to be hit by a bullet that will finish them off, then the save will be useless.
In fact, I think it's often better to save only some things and not others. For example, maybe don't save the exact state of enemies (but be careful on reload; some games (Final Fantasy Adventure, Ys 3) make it possible to save in a spot where an enemy spawns right on top of you on reload. (I found this out the hard way in Ys 3; fortunately, I was able to get out by opening the menu before getting hit (which may have been frame perfect or close to it) and equipping the shield ring, allowing me to survive the hit.)
That is why one should always maintain multiple save slots and cycle through them when saving.