5 save slots? really?
Also it doesn't save where you're at, it forces you to start the day again, so to see what another choice does you have to go through 500 clicks again.
So far as I can see, from a user perspective, the switch from Renpy to Unity is at best a waste of time and really a downgrade.
shittier save system, less save slots, no rollback, "more sandbox-like"...
On that note, I know devs think it makes their VN/game more "interactive", but that isn't, by itself, a good thing.
Two grocery stores;
In one I get to fill my cart with items I choose and have someone swipe all the items and bag them for me and they take any card or cash for payment.
In the other I still choose all the items but then I have to swipe and bag them myself and then I find out you can only pay with 5 different cards and if I decide I want to put an item back or change it for a different item I then have to start all over again at the beginning of the last isle I walked down, putting everything I wanted from the isle back in the cart.
The second store doesn't have the selling point of "more interactive check-outs".
I'll never visit the second store because all they've done is give me extra pointless work that I don't need or benefit from.
I'll go to the first store where I get to make my choices, but I don't have to do a whole bunch of pointless busy work.
So, all that to say, you've got a theme and story that can be entertaining, but you're choosing to deliver it in a way that at best makes it tedious for the consumer and at worst seems to be punishing them for wanting to see other paths/routes/options.
Very much in the same vein as those munters who keep using RPGM, a total trash-heap of an engine for delivering a VN.
Really the only "good" implementation of Unity for VNs I've seen is Love of Magic, but that dev basically recreated the entire functionality of renpy to do it.