Good question. Well, I've replayed the game a few times now, and thought about it for a while to try to hunt down my deeper thoughts on this, but the problems with this game are still a bit arcane for my mind, so I'm just going to run my mouth (keyboard) and see if something profound and helpful pops up.
So right off the bat this game hints at a pair of closely linked themes. Climate change and the "This is fine" meme. Now, climate change is a complicated theme, but the basics are something along the line of:
1. Humanity faces a problem that, if not dealt with, could seriously hurt it.
2. Not everyone wants to deal with the problem because they don't want to make the necessary changes required to deal with it. (This is the part most closely linked with the "This is fine" meme)
3. The sooner it's dealt with, the easier it will be to deal with. Conversely, as we leave the problem, it gets harder to deal with.
"This is fine", on the other hand, is pretty simple. Someone is in a bad situation, and is rationalizing it by convincing themselves that they are okay with the fire raging around them. (Though with actual climate change, many have rationalized it instead by convincing themselves that the fire doesn't exist, the fire, in this case, being a metaphor for climate change).
So how does this translate to the game mechanics? Well, the player's in game avatar is in the middle of a house catching on fire. The fire gets worse (point 1) and the sooner it's dealt with the better (point 3). The problem comes with point 2. There's literally no reason why anyone playing this game wouldn't just quickly put out the fires and win. There's no sense of "This is fine", either from the player avatar, or anyone/anything that the player avatar must face. This isn't fine, and the player does something about it. It's how humanity should probably deal with climate change in reality, but if it were reality, then we wouldn't have a "This is fine" meme in the first place.
So really, the ideal mechanic will have some way to psychologically motivate the player to wait before enacting a solution, with the actual solution being to ignore that motive, and just go for it. That way it correlates to the thing it's supposed to be an allegory for.
But thinking on it, I have no idea how you'd add in something like that mechanically. So here I am, worrying that my criticism won't end up being too constructive. Sorry about this. I put a lot of thought into it, but I'm not sure I've been very helpful. :(