Yeah, at this point I wish someone would explain to me why the food/errand thing is making such a fuss among you guys, even though it's 90% skippable, more than someone explaining me how to make it better in their eyes (although it is very appreciated, thank you).
To me the primary issue is that it's a mechanic that requires much more attention than it provides payoff (in the form of content). That's why the last adjustments I've made (starting from 0.4) has been to make it require less and less attention from the player (and add payoff, the "cum in food" content).
Right now, and even more today as I've coded something I'll talk about in tomorrow's progress report, the food/errands can be virtually ignored if the player wishes. All you have to do is make money and follow the quests for content, and that's it.
I'll give my two cents. The reason why people, including me, have an issue is that it's a mechanic period. If something is in a game, it's meant to be engaged with. Even if it's not important or can be skipped, the point is that it exists and it catches people's attention. They are trying to engage with it, but it's unnecessarily complex for the payoff. People want to experience 100% of a game, even if it's trivial. It doesn't matter if a large percentage of people don't complete games, they at least want to dip their toes in all aspects of it. So when a trivial mechanic is introduced but it's complex, it will cause discussion.
Pay off - The cum in food is really awesome and i hope it gets expanded on.
I don't know if that is a satisfactory answer, but now I will provide my own thoughts on what would make the food mechanic fun.
Note that I don't design games, just play them, and this is what I would like to see.
I personally like the food mechanic, so you can just fleshed out if that's a goal. Where does the "cum in food," lead too?
-Suggestions
1. Pay off, cum in food should cause major drama with some characters, and a sexy scene with others.
2. Simplify the food system. No dish should have more than 3 ingredients. 3 might be the magic number.
3. Give the option to make it optional? Have your aunt simply collect a good amount of ingredients automatically. But have a penalty like make the MC pay for it. Have her give the aunt a monetary tip.
4. Have the "penalty" be a pay off. Large tips to the aunt could lead to more scenes or a favor boost with her.
5. Skipping the penalty and getting groceries yourself could have your family notice your efforts resulting in different scenes or favor boosts.
6. Go to the grocery store with different family members, on the long walks, get to learn more of their wants, desires, and thoughts. Flesh out the story this way. You have a game play mechanic, make people excited to engage with it, don't keep pushing it aside and making it more trivial.
I want to express that I am not excepting any of these changes. What I'm hoping for is that my suggestions inspire you to do what you really want to do. It's your game, make your game. If you like an idea, even if you think a lot of people would dislike it, just do it. So what. Not many people can make their own game, and even less actually do.
Keep on rocking on.