Save the game and respawn from last level

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Check how i started
NO ONE came here smart we all were making stupid mistakes when we started
As time passes by default you learn stuff
Like if you been 100 times to some market
Even so you don’t buy everything you know where everything is or at least where to look for it
Same story here
So just stick around and sooner than you think you will bypass most users

1st of all look what you did
I did not spot it earlier so well shame on us both
Screenshot from this post

And your screenshot

If you can’t spot the difference look closely
In my condition and action
GROUP is always on left
And STORAGE is always on right (2nd thing that displays in condition/action)
My mistake it says EWF in condition and Storage in action but lets pretend they are the same
SO as you see ion action group 1st then storage
In condition group 1st then storage

So this is 1st thing you need to fix

Now let me explain what you have there on screenshot
In top event you check in conditions 2 things
1 - is scene just started
2 - does MySaveGroup exist in MySaveGroup

So this determines if anything is set to MySave.Level or not

Your button (2nd) event checks if you clicked on button
And if so change scene not to MySave.Level
BUT to whatever value MySave.Level have
For example it can be number variable and be set to 25 or 10 or 33
Or it can be text variable and have some text like sdadasd or xxxxxx or ugabuga
But in your case it is text variable which holds text of whatever name was of scene in which you lastly touched checkpoint

So it works perfectly now
BUUUUUT problem is
There is no scenario in your events for what if storage save does not exist in MySaveGroup?
That is why you should duplicate whole 2nd/bottom event
And add to it ORIGINAL same condition that checks if group exist in storage
And if so you change scene to MySave.Level
In DUPLICATE event you add same condition but inverted
And so it means save was NEVER created
So you change scene to your 1st level scene

And that is all

And again just so you understand
MySave.Level is just like a let’s say text file you named MyLevel
Now in that MyLevel.txt you write WHATEVER name of current scene is in which you touched checkpoint
Now when you start game you are not changing scene to MyLevel.txt
But to whatever is written INSIDE MyLevel.txt

This is how variables work like containers for informations/values

Now go do it