More feedback, and another suggestion:
First off, I was playing the game last night and experienced a rather satisfying defeat. I got chased back to a barricaded shop during a night-time zombie raid, and was subsequently cornered. Upon trying to escape, I found that more zombies were waiting outside. My barricade had turned against me! It didn't take long for the situation to go from bad to worse, but at no point did I find myself cursing the game for being unfair or frustrating. As far as I was concerned, this is how the game should work - one false move, in this case going out at a very wrong time, lead to a cascade of unraveling plans and an eventual outwitting by the game. (In case you didn't know, this is rather unusual for this style of game; most rogue-likes rely on quick, cheap, and unavoidable deaths to challenge the player.)
So, after being impressed by the game's ability to kill me without opening trapdoors beneath my character's feet or something comparably
bullshit, I felt I should again let you know that you're on the right track. Very much so. The difficulty curve is spot-on, even though there's nothing really climactic at the end of it yet. (Unless the black-ops count.)
Anyhow, my latest suggestion deals once again with the food issues.
The above meters represent two things:
1. The light blue meter is food as we know it. It goes up when you eat, and depletes rather quickly. With the Light Eater skill maxed, you can last about two days on this before you become hungry, but without it you don't last quite as long.
2. The dark blue meter is a reserve meter. Those dark blue bars translate into a day's worth of food points, but once they're gone, they're gone. (If you were to restore them, it shouldn't be terribly efficient, nor should it be possible to restore them on an empty stomach. Once your normal food meter is full, maybe the reserve meter refills at a rate of 0.25 points for every extra food point taken in.)
This means that if this were implemented, you could survive a week (or less, that's up to you) of hunger before starvation begins to set in. The normal problems from hunger would still apply, of course. Running around fighting zombies is hard work! When the game becomes more feature-filled, players will probably be more apt to explore and take risks. Giving them some extra time to establish themselves (and the civilians too) would depress the early-game difficulty curve, but cause it to rise as 'real' hunger takes its toll. The best part is that you could still have a fairly rapid decay rate for most normal food, and then everyone has an 'oh shit' moment a little over a week in. Just in time for the supply drops to begin, but that's small relief for the survivors given the standard rate of zombie proliferation.
The other changes I'd like to suggest, building on previous replies, complete with quirky 'retro' icons:
The two items on the left, a generic 'meat' and 'vegetable' (that's a cabbage by the way) could be especially fast-decaying. Anywhere from two to five days and this stuff should be going all sorts of bad. Bread, that should hold out a little longer, but not much more than a week. Canned food and army rations should last indefinitely, but with the army rations being able to stack higher and possibly providing more nutrition per item. This reintroduces a hoarding incentive, but also allows you to carry more of your food with you (stacking food items) in case you need to move. Which, given the rather aggressive hunting habits of the zombies now, is probable.
Another added plus of the army rations could be durability in another sense. As anyone who's experienced this firsthand can attest, punctured cans of food go bad quick.
Spectacularly bad. If there's a chance that the cans can be damaged when you're being attacked by a zombie or shot at, the damaged cans could be made to expire very quickly - within 36 hours or less, perhaps. This means that carrying lots of cans around might be considered unwise unless it's all you have. If that were the case, the player might want to leave those at their base or in safeguarded caches, but carry the army rations with them as they move.
Hypothetically, this would still leave the player hunting for bits of food especially after week two. Any false sense of security given by a healthy food stockpile would quickly dissolve as either the bulk of it rots, or the player's base is discovered by baddies. (And that's the food that the player finds - the rest would be picked over by the other survivors!) Scarcity of edibles would increase dramatically after week two, and the player would have to start relying on their reserve food to make it, possibly not carrying them past week three if they're unsuccessful in locating more food.
A final suggestion - hunger pangs that keep the player awake should only kick in during or near starvation. All this wouldn't make eating optional, but it would make the initial stages of food deprivation more merciful. (And create a slippery slide of confidence-to-despair as that food meter shrinks, until it simply can't be ignored anymore.)