If you prioritize mod support, that’ll let you crowdsource some of the effort without bringing on true collaborators. Nothing stops you from taking an awesome mod, tweaking and integrating it into the vanilla version of the game, with attribution of course.
foomanchow
Recent community posts
I can't say anything that hasn't already been said, inspiring game. Are you entertaining applications for a contributor/collaborator on the project? I'm a programmer going on 15 years, and know enough about prose writing to be dangerous, but wouldn't go anywhere near as far as calling myself a "writer." If anything I'm just a halfway decent roleplayer.
A few folks have suggested a gluttony stat, and I'd like to +1 that because it could be used to introduce a more consistent difficulty curve with the in-game economy. Come to think of it, what I really have in mind is more of an expansion on the hunger/satiation mechanic that already exists, potentially as inputs to whether or not a girl will let you take her to bed. A gluttonous girl could gain more affection from being stuffed, but lose more affection if you run out of money before she gets there, so high risk/high reward. For a non-glutton this can work against you, as the girl can be "too full" for sex, not sure if that's already a thing or not.
The corruption mechanic you've mentioned a few times is also really interesting. I'm thinking about dating difficulty changing with the obesity rate. Consider a girl with neutral feeder/feedee proclivities, who the player turns into an obese glutton but keeps her neutral - meaning she's always starving but derives no sexual pleasure from the act of eating. This girl should get boosted negative affection events if overall obesity rate is low because of social pressure, although there's also room for expansion there with a self-esteem stat that could be similarly manipulated by player choice.
TL;DR: you managed to write an insanely flexible framework for any sort of text-based dating sim, and the possibilities are basically endless.