I agree with Beard in the Sky on a couple of points.
I have been on the other end of this type of situation. I ran a campaign that ended badly a couple of years ago. About a year later, one of the players told me that they had spoken together on the rides home and felt like I "was telling a story with them along for the ride".
It would have helped much more if they had said that during the campaign. It hurt coming a year later, as an aside in another conversation, because it meant that they had been letting this idea build in their heads for some time.
As it was, I did not "have a story to tell". However, I run the kind of world where the creatures in the dungeon react "reasonably".
I was running the Sunless Citadel. After defeating the Goblins, the party took a couple of weeks to heal up, train, and travel to a bigger town for some supplies. When they returned, the Kobolds had solidified their hold on the upper floor, and reached an agreement with the Druid. The Kobolds had sabotaged the stairs leading back up to the surface, increasing the number and difficulty of the balance checks to get down to their lair. I saw this as a kind of crude trap, the sort that Kobolds would use. The players saw this as "punishment" for something.
So, my point is that perception really is important, as is trying to see if you are not misinterpreting the events. And, talking to your DM, either alone or as a group, is better than working yourself into a stew.