ok so heres the thing you said your not punishing the players but you're ALSO saying that if a player doesnt save enough and accidently softlocks themselves in the game, in which you have the ability to add redundancy too, its their own fault? i understand needing to prioritize performance in an html game and instead of a large page history you could have added a button in the game over screen that links back to the page where you can choose to end the scene.
look all im saying is its a bad look to be so laissez faire about softlocking when your game is consistently hand holding the player with notes of "you could have done blank" and "this will have consequences later". the attitude of "well the player should have saved more" is ALWAYS a bad argument and one of the main reasons why every modern game has an auto save feature.
In short, spilled milk turns GOOD games into ok games and when it comes to softlock redundancy you should build like a save feature doesnt exist. If i came off as aggressive or argumentative, i apologize that was not my intent (i tend to be tone deaf when i comes to written word

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.....and your welcome for the feedback (now that was snarky

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