Especially reading on your submission page this game was made in stressful times, it's really impressive what you've come up with. I haven't seen another game that so viscerally tunes into the theme. You accomplished quite a strong tone from just text alone, which I found unique. It's also very courageous to have addressed war and refugee crises in a game jam. Here's some things I ran into that you might find useful to know for future projects!
I would have really liked to have some kind of visual feedback of which resources changed after decisions. It wasn't totally clear to me which icon belonged to which resource at first, and when the text comes up, I can't actually see my resource counts. That'd be nice to have when I actually start making decisions. Then afterwards, just a small textbox showing how much units of a certain resource changed at the position of the resource icon would have been informative. The text of a question for help, while nicely written, now overflows the screen! Nothing game-breaking, but for a game that relies on text it's just one of those bugs that's a bit annoying (at worst).
At this point I don't think I encountered an ending, can that be true? Apart from once or twice to see what would happen, I never refused help and don't think that actually had any repercussions. Finally, my Bastion resources could go into the negatives. These are probably things you couldn't get around to due to time constraints, but it does mean there's not really any tension to the gameplay now.
Finally I want to stress again that I thought this was a really nice addition to the jam, especially in terms of atmosphere, subject matter and narrative.