Little confused on what you said earlier. Having to play in one sitting is a huge restriction no other engine has as far as I know. I can't imagine what rumored short comings renpy had, but I really hope no one uses this engine on any game in the future. Saves are basic functionality, putting more content into the game feels like working on a car but never putting in the engine. AC is nice, but not if the car is forever stationary.
And doesn't TimeStamps use this engine too? That has had working saves for as long as I've played it. But if you can't get your saves working, put a replay gallery in at least. The quick start features just don't cut it, it's still way too long to get where you want. Having unlockable replays at least feels like you get "credit" for what you have done before and could cut the feeling of futility.
"It's not a big deal, you are supposed to play it multiple times" kinda discounts the value we put on our playthroughs. When I reload an old save in past Pervert Action games it feels good to look back on the work I put into the stats in that run (my Kimiko run is dear to me, makes me feel closer to her because I focused my stats and items on her.) It's a good rush of nostalgia, I don't think fast forwarding until you get to something new can touch that. I'm not immersed at that point. Makes the story a blur in the mind and I find myself fast forwarding parts of the new stuff too, due to habituation.
I'm not saying making a game you just run through quickly isn't valid, it is. But then the game play systems are just annoyances. You should really ditch the hand/eye and other stat stuff then to. Just feels like a carryover for no reason then. You can make it a straight linear vn, that might be better. Maybe have the stats active in a "nostalgia mode" for first timers or people who'd like that.
No, the save function does work, but unfortunately often old saves from previous versions will break if I have to make some significant technical change to the scene you're in. I had been hoping to have the apartment more or less locked down so that would mean most saves would survive from version to version, but the recent emergence of the residual image bug meant I had to go back in and alter the apartment again. The old saves might still work, but I can't guarantee it - my saves from the last few versions do work seemingly perfectly well, to give you an idea. If I hear about some mystery bug that I can't replicate, however, and the player is using an old save then that might be the reason.
So therefore, because I know this has been an issue for players and because I want to facilitate easy replay in the event of bad saves but also new content that will start to unlock after the endings, I've included some options that help speed things along. It's not ideal that people would have to deal with broken saves, I know, but it isn't a really uncommon thing with games that need major technical overhauls from time to time.
As for the other points, without going into all the complexity of design choices which can be difficult to explain in the abstract, please understand that this is a work in progress and while I'm trying to make it a coherent experience for people playing along with the early access releases, this isn't a linear VN and was never intended to be, so the gameplay experience is naturally going to make more and more sense as I've had more time to complete it. And without going into spoilers or details that would otherwise give things away, the gameplay structure is actually
part of the story and in my opinion essential to it.
So was playing the game and the event where you find the mute girl sleeping in the hallway and the other one in her nightgown (shizu and nobuku) and saved it there and now whenever i load into the game and choose a dialogue option nothing happens dialogue disappears
Huh, that's a bit odd. You can't click on anything on the screen or anything? It sounds sort of like it could be the residual image bug, in which case if you could move around the apartment it would clear up, but if it's not that and it's just hanging then this is another strange save/load bug that I'll need to track down. I have once heard of something kind of like this in another scene; something just breaking if you save before a choice, but that really shouldn't be an issue and hasn't been so in the past. I know those scenes are set up relatively simply and use the engine's built-in choice function, so there shouldn't really be a lot of room for error with them. I'll take a look at it, though.