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It's a really great game! My first ending was the noia ending, and I didn't really understand why it was bad since it thought I had an ok amount of resources. On the second one I got the survival ending. I did not really understand what the clues were, but after reading the comments here I think that it's a brilliant idea! Because yeah, I could have gotten more resources for the village if I didn't try to get the clues. I think the last choice is the one that makes that harder to understand, as you have the choice between 2 clues or nothing, so I don't see how getting 2 clues is bad.

Maybe it's just me, but anyway like I said the concept is really cool, once I understood it I loved it! 

Thanks for playing! It's great that you did multiple playthroughs, I really appreciate that! The final choice is an act of temptation, gain "clues" which, during the game, actively make the experience worse (or more interesting if you'd like to look at it that way), or you can do nothing. Doing nothing is always seen as a boring option for players, but it's the ideal choice for your village here! I'd like to revisit the way I handle this ending in a post-jam build to make my intentions clearer, for example changing clues to a negative where they've been advertised as a positive throughout, or giving an animation of sorts depending on the choice. 

Anyways, I'm rambling, thanks for playing! 

Oh ok I think I get it, yeah you probably know better what to do to make your vision of that gameplay understandable.