I was originally going to implement a Save Coin system (similar to the one used in Wild Arms 3), but you know what? Forget that! One of the biggest complaints that people have about RPGs is the inability to save whenever you like. Developers usually counter by saying that forced save spots are essential to challenge and balance and all that. You know what I think? I think games should be fun and I think a large part of having fun is doing things your way. If you’re overly cautious and want to save every 5 mins, why should I stand in the way of you playing the game the way you want to? The people who are more daring and want more of a challenge can always limit their saves and take advantage of stuff like the Hard mode and Score Attack modes. Plus schedules aren’t always condusive to long play sessions – sometimes you only have a few minutes to play or something comes up suddenly.
Save anywhere functionality is already in the code (I use it when I’m debugging things) so it’s not like it’s a new feature I have to add. If anything, it’s easier to do it this way.
To go with the ability to save anywhere (outside of combat & conversation, of course), Cthulhu Saves the World will also let you teleport back to towns whenever you like as well. Besides being convenient, this should ensure that you can’t save yourself into an unwinnable state in the middle of a dungeon.