Thank you so much for your feedback! It was indeed our intention to have one day that only progresses to the second once all the neighbours have been helped. Since our initial idea involved a timeloop, we chose to give it a more metaphorical connotation to contribute to the notion of poor Albert's repetitive and exhausting daily life (our programmer, Pingu, also making a great point about the trial and error aspect meaning that you're eventually giving to the NPCs without them even needing to ask for anything.) Regardless, hearing the wide range of perspectives our creation has given players has been invaluable insight to us!
We do also have themes around encouraging self-help, as that is one of the primary messages of our game intertwined with generosity itself, but well... that would involve playing to the end to find out, as I can't spoil ;)