that said, what would you chance than ? the item rate ?
If I had been the one making this game, I would’ve drastically reduced the player’s reliance on items in the first place. I don’t think it’s good design to have certain basic functionalities of the game (e.g. sex with Freya and other giant-sized characters, knocking up the vampire girls) require a consumable item every single time the player wants to do them—especially when it’s a consumable item like a potion which itself has to be crafted using several other ingredients. Why not make Phallus giganticus a repeatable spell, since we have need of it so often? If we’re crafting potions of enhanced fertility, why not give them to the vampire girls themselves to cure them of their barrenness, instead of having the PC drink one every time he wants to have sex? And so on and so forth. I would’ve also striven to make crafting recipes more rewarding; you identified a significant problem yourself when you corrected observed that the bandage—the basic healing item in the game—is just more efficient than any other healing method, despite there being maybe a dozen recipes for restorative food items in the game …
But anyway, I’ve aired my grievances out plenty of times in this thread. If I had to propose a simple “fix” for the current game, it would be to increase the number of resources each spawn point gives you; similar to how the well gives you ten portions of magic water, I would make cave flowers give three to four portions of nectar, each egg sac five or six spider eggs, etc. Human semen is another ingredient that’s pretty annoying to farm; you can only get three a day, and doing so means giving up on having sex that day (unless—guess what?—you use another potion).