there's like 4 scenes dude. there's no real point to a save yet.
at best it'd save you like 2 mins of moving the text box along.
I agree with this opinion.
And.. Please stop trying to push RenPy onto everyone. The features that engine provides are not particularly difficult to implement independently within a single project - designing them to behave and feel familiar to players used to RenPy (in terms of hotkeys and navigation) is no big deal compared to the actual game development process itself. However:
There are priorities in development. Features like rewind, skips, multiple save slots - all these things make sense to introduce gradually as content grows. Sure, it’s convenient when they’re built into the engine from the start, but their absence in the early stages isn’t critical. In the third version, I added dialogue speed settng. In each new version, I’ll keep adding the rest without compromising the game’s progress itself. And expanding the number of save slots is trivial - early builds simply didn’t need many.
The game is planned to include technically complex scenes and additional non-VN gameplay. Making those in RenPy would be suicidal, especially for someone who’s been working with C++ since 2007 and later with C#. Of course, I’ve studied Python and even built a dozen web projects with it, but I would never make a game in it - especially not a dream project. Any step beyond the bounds of a standard visual novel would quickly turn into a nightmare.
C# provides strong typing, fast generics without boxing, reflection, memory control, async support, and AOT/JIT optimization, which makes it reliable and predictable for large game systems. Python, on the other hand, is limited by dynamic typing, the GIL, and low performance. Unity’s shader system is also a rational choice thanks to its native HLSL support, compute shaders, SRP Batcher, and direct GPU access without unnecessary abstraction. Unity’s editor extensibility is likewise extremely valuable for development.
People are getting too hung up on what they see in the earliest demo builds. I understand that Ren’Py games can feel more polished from the very first versions due to their "out-of-the-box" solutions, but that’s only a temporary issue of the early, rough builds.
I have nothing against games made with RenPy -as long as people don’t try to push that technically unjustified choice onto me. I’m not going to abandon future ideas and planned features in my game just for the sake of a few built-in convenience buttons.