This was actually one of my initial considerations (but was omitted from the posts because the text was written several days later and… I forgot). I don’t think saving is appropriate for this kind of game. It’s a repeating game where you’re just meant to collect points, not to go through a plot or reach any kind of end goal.
It would also introduce a “save scumming” problem. Although this can be mitigated (as subsequent episodes do), I felt it would be too much effort for something that was a poor fit to begin with.
That’s only part of it. Encryption helps with prevention, but not detection. The “Save scumming” mentioned above is also part of anti-cheat, but encryption won’t help with this problem at all.
I’ve now replaced Space Burger with the original rendering.
Not really. It’s most likely one of the following:
a permissions issue (i.e. the file was created with an administrator account, and it can’t be overwriiten by your current user account)
The “read only” flag on the file was turned on by accident
You are editing the file or otherwise keeping it open from another application (unlikely, but I’m mentioning this for completeness)
Do you still have the problematic .hst file in your Recycle Bin? Can you try undeleting and looking at its properties (check the “General” tab for the read-only flag, or the “Security” tab for the file’s owner and permissions)?
Well, I tried using an autoclicker. It performed best at around 30ms intervals. Narrowing the intervals between clicks (and thus clicking faster) actually make me firing much slower. I suppose there’s a speed-limit for clicking so that if I click too fast it won’t fire respectively. How can you explain this? What would be the actual best intervals to fire fastest?