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Similar thoughts on both counts. With current implementation, eating is just a chore that threatens to lose your unsaved progress if you don't pay attention. In general, it's better to incentivize behavior by giving the player an upside to performing an action. Pure punishment for not doing an action only serves as padding and frustration if there aren't additional factors like action economy and balancing multiple decisions with both upside and downside to consider. At the very least, not eating shouldn't result in gameover, but instead something like loss of growth or poor job performance or something else recoverable.