As you said, I fully expect people to just run past the mechanic unless I specifically force the fact of its existence into their brains which is precisely what I was planning on doing.
And, unless you intend to release the game only once totally finished, you'll have to force this fact with every single update. Because even if you intent to release an update every week, there's players that will have totally forget this particularity.
And since there's absolutely no guaranty that a player will effectively save at the end of the previous update, and not in the middle of it for whatever reason, you'll have in fact to constantly remind that it's how it works.
As to what is my goal, I just think it would play nice with the transitions I'm using, giving a more immersive player experience (corporate speak much?), but I can't be sure how well it will work until I have a working prototype.
A transition is a transition. Therefore it's just a nice effect that permit to pass from an image to another. This mean that
you necessarily need to have a full control over its duration.
If the transition is shorter that what you planed, it will not be finished when the new image will be fully displayed, what will looks ridiculous.
Imagine that your transition is the current image fading to black, then the next image fading from black. If the player interrupt the transition before the fade to black is finished, the current image will be immediately replaced by the next one, and this before it have fully disappeared. The player will only see the next image, but the effect will be ugly and, as I said, looks ridiculous.
And the same apply for the opposite, therefore a transition longer than what you planed.
With still my fade to then fade from transition, what will happen ? The next image will be fully displayed, and then what ? Well, then nothing, the transition is finished, there's nothing more to do because there's nothing more that can be done.
And, of course, you can't time the transition to match the time the player will pass pressing the button, because you've no way to know this before hand, therefore when you have to plane the time past doing this and the time past doing that.
If your "transition" can be either shorter or longer than what you planed, then it's not a transition, it's an looped effect. And therefore it should be used like a transition, but like an effect.
To this have to be added that transition can be purely skipped if the player want it. And basing a game mechanism on something that can be skipped isn't really a good idea.
Would you be able to give example code just checking the state of mouse button
Not at this time of the night.
There's example in the doc if my memory don't betray me, and some in this forum.