Hey! Thank you for the feedback. For my own ted talk, I want to go through these point by point.
The dialogue system is something I've hardly touched after initial implementation, and have been unsure how to best approach. I think the sandbox nature of the game demands that dialogue with generic npcs be abstracted in some way, (a la the sims) to avoid over-repetition of the same lines. But in such a text focused game, that might not be the best approach. I'm at least open to trying different things.
For those kinds of interactions with unconscious npcs, I won't say that I've completely ruled them out, but right now it's indeed not my intention for the player to be a predator. If there's demand for something like that down the line, I would probably lock it behind choosing a trait at character creation, and there would be major consequences.
I honestly didn't notice that the day was not moving forward. I'll need to fix that.
Pregnancy is not yet implemented, but some of the groundwork for it is. (Every stack of fluid keeps track of who it came from). I should have been more clear about that in the description.
The npc disappearing after swapping is interesting. If this was near the edge of the map, they may have stepped off the map and into oblivion. It's also possible that the swap command somehow bypassed the logic stopping entities from overlapping eachother, so Oliver might have been hiding underneath someone else. Either way I'll keep an eye out for what might have happened there.
Quests are indeed not implemented as of now. The first one would probably just be a recurring quest for rent, but dynamic quests from npcs are something I want to experiment with as well.
You seem interested in the potential of art. If you don't mind me asking, what kind of art would you want to see in a game like this? I've mostly considered dynamic portrait art and short cutout animations for sex acts. I'm a bit hesitant with the portrait art though, since I think a big benefit of games like this is the theater of the mind effect, and I worry about things that can take away from that.