One question for the people who know about programming: Wouldn't the Save/Load feature be a Nightmare to implement in a game like yandere simulator?(because of the spaguetti code)
Normally you could use tricks to save the data of all characters without having to manually write a code for everysingle one of then (Like telling the game to save the variables of everysingle object identified as a student)
But because Yandev doesn't use things like "classes" or any kind of real coding, he would have to make a bunch of "IF/ELSE" for every single student. I mean, he could copy and paste some of the code but because there are so many characters with unique traits(like students who react when kill you a specific character,delinquents,photography club, etc) he wouldn't be able to recycle his code that easily.
EDIT:
Remenber that he wants to have at least 90 students soooo....is not gonna be a easy task, specially for someone as lazy as him
All code everywhere is basically lots of IF/ELSE. There are more visually appealing ways to do so, there are much more maintainable and easy to understand ways to do so, but in itself there is literally nothing wrong with IF/ELSE's. It's not as big of a problem as kiwis tend to present it. However, Yandev just cannot comprehend hard stuff, data locality, fields/properties, structs, classes, abstract/virtual things, and most problematic of all - Unity's own systems, mainly navmesh (took him how long to make students don't go in one long line?), GameObject.Destroy (for some reason, everything is just hiding high in the skies), updates/coroutines (everything is in one big update function, it's just unhealthy and laggy due to Unity's own problems) and enumerators with statemachines (he uses lots of booleans instead, again, it's not bad by itself, but this design choice leads to lots of IF/ELSE's, and more twisted code that you have to spend time to comprehend, even if you coded it with your own hands). Don't know about animations and models, Unity is pretty good with those, but given that most of the FPS problems come from renderer maybe Yandev did something horrendous there as well.
Save/Load is pretty easy to implement, in theory. On Unity store you have ready to use systems for that, and even if you don't want to use them (or buy them) you can convert every variable you want into a XML and then read it upon loading. Yandev using lots of booleans actually may be better for him if he goes this road (he just copies all of them into save file, alongside transform positions, rotations, etc), but it will take him ages to fix all small misses upon loading. His saveloading will never have version compatibility or the like due to apathy from the need to untangle spaghetti, but it is doable. Also, Tinybuild made him some prototype save/load, have they not?