I'm sorry, but I am going to be a grinch here:
Imagine a Venn diagram of two groups of people:
One group is those who have the interest and energy level, and technical computer skills to write dialogues and create digital images, and have attention to details needed for a digital "art" project, and also can commit the huge amount of time needed to make a VN.
The other group are the people who CANNOT learn the tiny amount of Renpy needed to implement their dialogue and images into a basic VN product.
The two circles have almost no overlap.
tl;dr: the hard part of making VN is not the lack of "easy" engine options.
I feel like this is missing the point a little bit. The reason people use Ren'Py in the first place over Unity is because it's
easy to use.
So the real argument you're trying to make is 'Why use EZVN over Ren'py?', which would be a fair point. In the current state I'd even admit myself Ren'Py is a better solution, but that won't be the case by the end of the year.
Once I get the current roadmap completed, you'll be able to do everything you can do in Ren'py with additional USP functionality like a unlocks gallery and achievements included in the box. All with a faster, more visual workflow, easier asset management
and the additional functionality that comes with simply using an
actual game engine like Unity.
With all that said, maybe I should switch up the marketing to focus less on the 'no code' thing and push it as a more visual workflow... because the no code thing might not be as enticing as I had planned. However, I still feel like 'No code' is a clearer tagline then 'A visual editor'. I worry focusing on the 'visual creation' aspect would have people saying 'WTF does that mean?', but I could be wrong on that.
EDIT: After putting some thought into this, I am going to stick with the 'No Code' tagline. It just highlights the USP of the custom visual script editor.