Thank you! For now the stats are used to unlock different scenes or sometimes both are needed to progress, so it's not like you could just focus on one and develop the story different. Canonically you need both love and corruption for the spell to work properly.
That makes them kind of superfluous though. I think it might be interesting to make it so they are both required, but developing one higher than the other changes the direction she goes in.
For example it could be that if love is higher then as she progresses her slave self starts to bleed through to her waking self and she gets more loving and submissive until she ends up awake and aware that she's our slave and loving it.
Corruption on the other hand could have her slave self consuming her waking self and she gets more passive and submissive until she ends up in her mindless zombie state permanently (but able to fake it and pretend to be the old her when she needs to interact with other people, of course).
And is it really that high? I thought it wasn't that grindy, though I could rework it I see it being an issue. I also want to implement different events that help you improve the stats faster, like the dedicated corruption training!
Well the game isn't exactly forthcoming with what levels are needed to unlock the next scene (that would be a good thing to add to the character status screen), but Tamako's scenes only triggered for me when her love was in the 20s, and given that each interaction only gives 1 love point and there are only two of them, that means doing the exact same thing half a dozen times. You could lower the requirements or add more variety in the events so it isn't just the same thing over and over. A rule of thumb in balancing a sandbox is to aim for the requirements for each stage to be roughly equal to what you get for doing each thing one or two times.