Let me get a couple constructive things out of the way first, so I can yap about everything I liked. The game is almost perfect to me, just a couple spots to polish.
Couple of the cards have contrast issues: Evening, Sunshine +Stress and Sunset -Energy
I played a couple rounds on my phone, this game is particularly a good fit for mobile. I'm not sure if I'm imagining it, but it felt like putting the flames to rest was much harder with touch compared to mouse. My guess is maybe Godot Hi-DPI settings make the touch point smaller than a mouse cursor at 1080p.
Okay now that that's out of the way ....
I should know better by now but, the initial gameplay and the lofi beats to study to made me immediately forget the content warning. The first time I got one of *those* cards, I was like WHAT DO YOU MEAN ... oh right. Making a wild guess that Omori might be a source of inspiration here for visceral storytelling through UI.
Morbid curiosity is one of those things where video games are the perfect medium to explore. Maybe an overused example but Undertale/Deltarune exploit this curiosity very well, and I got similar feelings here like when my stress meter was almost full, but energy is low. How bad could a quick GG EZ really be?
Point being, I think it's smart not to tutorialize too much about the stats/resources, beyond whatever the player might need to get started. There should already be an implied understanding that too much or too little will lead to consequences. The UI provided several good hints when this was happening, like music cutting out, or how the colors desaturated when warmth got low. Best to let the player put the pieces together in their head, and I think it worked well here.
The most interesting experiences this game provides are not the result of skilled gameplay or informed resource management, though you can certainly try (and is more or less required for two of the endings)(edit: I agreed with most of Halfbar's critiques except this one). While I was working on the < 50 warmth ending, I had to make some ... *creative* ... decisions to make it through the year, including strategic overd "self care". It's a little tonally dissonant, but kinda funny too.
But really, I don't believe that, as an art piece, this is a game that you're supposed to "win". The final interpretation kind of does belong to the player, but it's clear that you as the creator are trying to communicate to the audience how difficult it can be sometimes to just make it through a year. To me, it's extremely relatable, and people who can relate to this can really benefit from reminders they're not alone in feeling that way.