Yes, watching a friend of mine stream the game it was easier to see where my own frustrations were stemming from and it really does come from lack of communication between the game and the player. (it's also very easy to pick up the rag at the beginning and get the conversation about Aster remembering where to go, instead of a conversation about a rag. So while on my next play through, I did see that that was a rag, without any way to inspect your inventory, it's not all that clear what you picked up.)
The clinic door didn't trip me up quite as much as not realizing that the boxes had moved in the bottom right side of the screen after getting the paper behind the first flower zombie. Things like that can be cleared up with a screenpan, so it's communicated to the player just what area isn't blocked anymore. :> Small polish things that certainly take the largest hit during a one month production frame!
I feel like games like these it's very hard to test properly with just the devs, because you know where to go. I'll look forward to whatever future builds you put out with the contest gaining you a lot of feedback from players. : )