Last night, I refactored my code and released version 1.2.1, making the conversation minigame scale WAY better.
Basically, I had written my code like a fucking dumbass. I'm simplifying the problem, but it was something along the lines of:
$ loop_amount = a BILLION
$ number = 0
for i < loop_amount:
$ number += 1
$ i += 1
Instead of, you know,
$ loop_amount = a BILLION
$ number = 0
$ number += loop_amount
In other words, should we add 1 to the value a billion times, or just...add a billion to it? One is WAY slower than the other.
And according to my research, Python these days can store arbitrarily large numbers. Meaning I'm PRETTY SURE the only real limitation here is how much screen space you're willing to give up (and even then, numbers will probably just go off the right side lol).
Also, the game mechanics work surprisingly elegantly no matter how high it goes. Notice that we have over 268 MILLION Finesse, and over 68 million suspicion. But if you go talk to Stella and pour on the love, it takes several conversations to bring it back down to the negatives, as you'd expect. In other words, it's still totally possible to lose the game, and totally possible to manage it.
And if you're wondering, it is still TECHNICALLY possible to fail lust checks, but ridiculously unlikely by your 4th playthrough (by the time the game is done, it'll probably be more like your 2nd or 3rd playthrough).
Now, believe me, I don't expect anyone to play this 20 times. The game gets pretty stale pretty quickly (it was more meant to be re-played once in a while). But I guess this was more about the personal programming challenge than anything.