Thanks for your feedback! Yeah I think we checked the box of feature breadth rather than depth, 1. painting 2. "quests"/tasks 3. dialogue system 4. shop 5. item placement 6. inventory system that doesn't reuse anything from the dialogue/shop system. Each system exists in a pretty simple, sometimes fragile state. (the inventory/placement system is pretty spaghetti coded) I think that comes as a consequence of even trying to replicate a surface level of a farming sim is there's just so many tiny systems like that you'd expect, it would be better to have condensed the loop and gone deeper on some things.
I agree! One of the main things people from some adjacent art community friends that played the game was they really enjoyed doing the specific silly tasks. I was surprised, since, yknow, they were more jokey dialogue points and a light nudge to try to go back for another loop to incentivize more cash where the tasks are absolutely flavor text. I think that is a missed opportunity and something I totally agree with, and it honestly would've been more simple to implement. Every request, task, acceptance, waiting text are all disconnected arrays of data and it probably would've worked better as a map of a specific quest that had those related quest bits. I think it would've been better with a more emotional, incentivized connection to that.
Thanks for playing! We're learning a lot with Godot and gamedev in general, it's been a bit! Thank you for your feedback, genuinely!