I can't speak for android, but if you wanna keep things in easy to read for godot I suggest using a resource file. This is mine for saving a level of my tile-based game.
class_name SaveGame
extends Resource
export var game_version : String
export var floorTiles : Array
Look how short and sweet!
Then for using it to save:
var savegame := SaveGame.new()
savegame.game_version = ProjectSettings.get_setting("application/config/version")
for c in floorNode.get_children():
savegame.floorTiles.push_back(c.save())
var path = "res://Levels/Level_" + String(activeLevelNo) + ".res"
var err = ResourceSaver.save(path,savegame)
if err != 0:
print("error saving game in Level Editor, code: ", err)
Then you can go back to eating Turkey!