An interesting concept with a relatively simple gameplay loop that leaves a bit of strategy available Like trying to abuse how long the AI takes to paint to clean some frames, or using the fact you can move while it's painting to stand right next to the person who wants the painting, etc.
Though I will say the hitboxes and the areas you can click are very vague and they're not super responsive throughout. Which is unfortunate cause if they were then it would be a really interesting high score sort of game. It just gets bogged down when some of them decided to not take the paintings.
Also the tutorial, while not bad, did make me think it was interactive, which was surprising when it wasn't interactive, considering how it was setup with you running around the level.
It sort of makes sense, but it had me very stumped for a moment as to whether or not something was very very broken in the game. Had to restart and then go play the game straight just to make sure.
Ignoring that bug though, overall it's a relatively nice high score game with a good incentive to not fail, no one wants their cute little robot to die of course. As well as some relatively expressive NPCs, at least at times, though it seems like they mostly are only expressive when VERY angry.
The only real "mechanic" suggestion I'd make is to add a bit more juice, mainly meaning showing number when you get money, to give a bit of nice feedback on it, or a bit more feedback on when the painting will be done. Would make the game feel a little more rewarding throughout mainly.