I really like the art style. I found it inviting and it stands out.
The game presents the concept of eating really well to the player. The food items pop and draw your attention. What to do after you've eaten isn't an intuitive step to make. Worst case, you go with the non-subtle approach of saying "Press BUTTON to fart" when your meter is full if the player has only ever walked. From that point, you could also improve communication that you want to fart near others - perhaps they perk up or look at you with a thought bubble or something?
I had a hard time judging when a person would fall in love. Is it only proximity based? It didn't feel dependable.
I'd consider slowing down the pace of the zombies early on. You want the player to get a sense of accomplishment at the start. The sight of a large pack following you is one of the best things going, so I think you want the average joe to get closer to that on his first try. Ramp up he difficulty the longer they are attracted or something.
I'd also suggest making the zombies suicide when they hurt you. This will allow the player to grab her first zombie and then screw up, losing a point of HP without getting destroyed. This once again comes down to ramping up difficulty as a result of skill.
Also X360 analog stick works, but there is no fart button on the controller
Hope something in that mess of text is of use!