Brought it to the attention of the devs... Not sure why we didn't already have it. Must have just slipped our minds.
I honestly thought it was a design choice since the save/load option is hidden deep in preferences. Because the save and load button are not preferences. I thought they wanted to discourage us from doing manual save and loads. Especially since the game autosaves on exit.
BTW, this is what fake.name.again was talking about when he said:
but I would say establishing a design language that players can understand how to interact with seems quite foundational.
The interface looks clean and sharp, but often times, it's not communicating to us how it's to be used/want to be used. In this case, we didn't even know if it was a bug to be reported. Understanding GUI isn't about learning it, though sometimes that does need to be case depending on the program. It's about conveying how it should be used. GUI stands for "graphical user interface". It's a graphical interface for the user. Meaning, graphically, it should convey how to, for a user, to interface with the program. And while I understand that blinking cursors underneath text is stylistic and cool looking, the blinking cursor tells us that that's an input prompt waiting on input. But when we try to type into it, we find that it's not. So now the player needs to relearn what common conventions/expectations for GUI should be just for your game and then throw that away once they're out of the game.
Sorry, didn't mean for it to go that long. But basically, it's not that:
We kinda just assumed people would put two and two together as the systems are not THAT complex or hard to understand.
But that the language of the design is telling us things that, often, is not the case. Like I'm not an expert. I can do frontend and have some art background, but design is a totally different beast that I'm not an expert on. Adequate, but not an expert. But things like going into "twitter"(humhum) to see the stats of one of the girls is like saying "I wonder which year of college my friend is in. Better check her twitter account profile."
And this isn't to say that the GUI is bad and horrible and needs to be revamped right now or the game will die, but just saying that the criticism of not having a clear design language is valid.
Also, I'm late to the party but:
There is no one that enjoys railroaded walls of text with endless and boring grind mixed in between. No one finds it fun.
Is how he(she? they? not sure on the gender) said it rude and self-entitled? Yes. Did he/she/they use personal attack fallacy and authoritative fallacy when voicing the point? Yes. But he/she/they have a valid point. You know I'm making a cheat injector for this game (it's done btw. Linux and windows version. Having someone, the person that wanted it, test it out before I post it here.) to reduce the grind. That should convey that the grind is maybe a little too long. If people are willing to, multiple times (as I'm not the first to do this), crack open the game, reverse engineer it to reduce the grind, maybe the grind is too long. If people are skipping dialogue text all the time, maybe the text is a little too much (or not spaced correctly or paced correctly, etc.)
Ultimately, this is you guy's game. Do I think that if you don't address EggplantEnjoyer's every whims (or even mine or fake-name-again's) you'd be "shooting yourselves in the foot" as that person said? No. If you guys want to make the game where you romance the girl just so have her tie you down and shit in your mouth, that's your freedom. But even in the rudest complaints, there's usually a grain of truth. And a good way to measure that is the old adage. One is a data point, two is a statistic. I.e. if multiple, unrelated people are complaining about the same things, there might be something there.
Sorry, didn't mean to for this to turn into a whole thing. I just wanted explain/elaborate somethings. Feel free to take my explanation/advice or discard it. I'm not a cop.
Have a good day. I'm going back into my hole of programming.