I plan to make options for the player to control the MC's lust for each enemy and the enemy sex skill, so that the game allows players to make mistakes without need multiple saves to reload. But I probably will not make the options for reducing corruption degree. The corruption degree only affects the pleasure received, which can be controlled by other skills / items.
The gameplay's obstacle/challenge is the growth of enemy numbers with the passage of each day,
fighting to keep their numbers from growing out of control, keeping yourself as pure as possible and growing stronger.
Effectively doing Bad Guy Management Strategy I guess?
Since a 'Purification Ritual' of sorts will pull back all the 'Corrupting Downsides' that results from nonstop fighting,
it would partly invalidate the difficulty by using a 'softlock prevention character reboot' to remove the costs of failure.
It is needed. This is a Long Grind game. A forced NewGame from cornering yourself is really bad.
I myself had to start over once, and while I quickly overtook my original run in a fraction of the time,
not everyone should have to do a rerun to progress in the game after they get stuck.
(Of course my issue was the effects of the negative passives, not corruption or anything, I digress.)
Keeping in mind that I am able to be totally wrong here:
The Cost of any recovery has to be Severe, but not as Monetary thing.
It might seem cruel, but how about adding monsters to the field,
either directly adding them in for a single type, say in response to solving that one enemies related stats,
or forcing the passage of several days increasing all their numbers.
You can control the amount of restore to match the quantity of added enemies.
For the Corruption stat itself, why not have a complex 'ritual' thing,
maybe involve spending gathered monster parts from drops to fuel some kind of ritual, which also takes like 5 days?
Just using the fact that a Single Day going past without any fighting will add 30 foes to a max of 300 total,
and all need to be cleared to fight the boss,
you already have the strongest Price to inflict on the player for literally anything you might want to add into the game!
As long as you make it clear to the player those details in specific, you can really prod them to act in a more predictable way.
The first Area has three zones,
created by clearing the one before it,
each zone holds a pool of 100 enemies and will add 10 into it with each passing day.
Tell them right before, nay, just AFTER their first visit to the dog zone, and you can rest assured they will learn fear.. lmao-etc.
(Crystals cut daily killing upkeep in half of course, but only if you can actually visit the field, see?)
My views are blinded by always trying too hard to win.
Whilst all of that above seems to make the game more fun to me, I might not even use any of those functions myself.
I have no clue how well received my ideas would be for others. Especially people who would be forced to use them.
Spending time is fine when your overleveling and playing a oneshot everything run. But what if you don't play like I do??
I hope all this can at least inspire a creative sollution to a few problems somewhere.