Interesting concept, but too many flaws.
(1) when using the itch.io app, it installs and executes the files locally instead of via a web server. This means any *.gz (GNU gzip) files must be unzipped locally, and the main index.html file needs to be edited to load the files without the .gz extension.
(2) It needs a tutorial to figure out how to play. It took me awhile to figure out that I needed to run a "random" action from the two choices ("use: shovel" and "sell") until I had randomly earned enough money to buy other commands/upgrades.
(3) The "is over" always follows the path to the right, regardless of whether true or not. I put my first node as "is over: tree", and it still took the code path to the right, never to the left. [You might also re-word it as true/false, to avoid confusion with "right" having two meanings: (a) Correctness, as in "that is the right answer", and (b) Directional, as in "turn right at the next intersection."]
(4) Sieve never seems to get any seeds to plant or sell. It also fails silently, still using the soil. If it is randomly determined whether or not a seed is obtained from dirt/soil, it should be noted...
(5) Descriptions should provide more information and insight. I.E., What _exactly_ does the shovel do? It appears to dig up AND till the ground AND put a load of dirt on top of the drone's item stack. So you need to do something with the dirt: Either sell it, or sieve it for seeds. I can sell it without problem, but sieve fails as per (4) above.
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Perhaps a shovel should only dig up dirt, and fail if anything but ground. Then add another tool, a hoe, to till the ground. (You might even add branching logic to follow a different pah when a node/command fails.)
The "compare" node needs to be able to "compare" the top of the drone's item stack: Is it dirt? Is it a seed? Et cetera.