The story was never meant to be about "points," or "achievements," or anything like that. I originally intended for there to be no notice whatsoever of consequences that might result from your decisions. You're meant to play in the moment, in the first person. But I ultimately gave in and gave hints as to what decisions were doing to Alex's psyche. The shit didn't hit the fan until I was persuaded to show the disabled choices depending on your decisions, though.
Some people will be out for blood, others will want to swallow and avoid the outward appearance of being bitchy. You're meant to play as you feel you would if you were the MC. The Zoey story line is a good example. You can forgive, forget, or use her depending on your previous choices. And it's a scale. Even if you go the less dark route, you still have the option to "use" Zoey if you've done at least a couple of devilish things leading up to that point. The interesting thing about Zoey, to me, is that a
lot of people clamored for a way to just be
done with her. Yet when actually confronted with the decision, most choose not to cut her off. It was almost like there is comfort in knowing you could have if you wanted to, but ultimately chose to forgive anyway.
And then there are the schadenfreudists, but that's a whole other kind of discussion...
Basically, the difference between the two "paths" (well, four, actually if you take assertiveness/meekness into account) is seen almost immediately in the way that Alex addresses others and what options she chooses when confronted with situations. Angry "devil" Alex cusses a lot more, takes the lead in situations, etc. Most of the divergence in story paths doesn't occur until the last two chapters, and even then, the differences are subtle for the most part.
Either way, the antagonists (mostly) get their due by the end, regardless of whether Alex has said "Fuck it" or not. Nobody is getting away with anything. Well, except Alex, maybe.