Thanks for the reference! I'll check it out. As the gameplay will be quite different from chapter 1 onwards (more crafting and quests). will see whether named saves will make a difference to players. This is because character routes progress through completing quests, and that depends on the attributes the player builds over time. It shouldn't matter much in the early chapters, but will hear the feedback when C1 is launched. Thanks for the support and all the useful guidance!
CB has a demo version, so you can probably use it to see some technical points, if there is a strong interest in them.
As for the loading option, I hope it does not cause any errors related to all sorts of mechanics in the game (relationships, inventory, stats, crafting). I don't know how Ren'Py works, but I accept the possibility that loading not from the main menu may cause errors, like duplicating or something more serious. I can't remember where I've encountered this kind of thing - in Ren'Py, RPG Maker or some other games - it definitely happened, but I can't say where or when.
I actually know several Renpy games that have the save naming (or the name of save page): SpacecorpsXXX, BoundbyNight, Once more from the top, Justbros, BoundtoCollege all have -if I'm correct- the save name. The appearance of the save page is however different (they have the classic multi-page, 6-saves-per-page structure)., I don't know if it plays any role.
For reference, I -and many other players I'd say- usually like more than one love interest, so we start different saves, each of them on a specific route that we like, so having the possibility to name the save games is helpful to recall what you're doing. Not essential, but helpful.
It was informative. I was rarely interested in the other Ren'Py games seen on that specific forum. My inconvenient trait is that I hate playing something in the demo or early access. Constantly waiting for a continuation reduces my interest, especially if it was initially low. Whatever.
I suppose that's important for games where there are specific limitations, but in this case, as the author noted, we can develop relationships at the same time with many characters, and that makes a hell of a lot of sense. I don't even want to know right now the plans for how they will be fulfilled.
For example, that at some point in the game we will have to choose a monogamous relationship (I already have my doubts about such a trivial option - we've all seen families in this game).
Or, for example, that we will automatically get some kind of outcome based on the decisions we make and the results we get (the management component of the game).
Or, for example, go through some kind of ritual with our chosen ones.
Or anything else - I can think of many things, don't even get me started seriously. :)