I think this game struggled with having a scope that was too big for what could reasonably be finished in a game jam. Their were a lot of decisions that as I dev I understand why they were done in the short time frame but they caused the game to suffer immensely.
The most immediate decision I think should have been changed is the starting spawn camera angle, it should have been higher angled downward to the land so that it doesn't spawn the player in a manner that makes the game look bugged as shown below:
It should instead spawn you in a position as shown below:
This likely seems minor but you only get one first impression. Aside from that the making of potions in the console is understandable for time constraints but in the future I highly recommend you make it more intuitive by adding a basic UI and translating player actions to those console actions so that way one doesn't need to understand basic scripting to play the game.
The main 2 final things to resolve are firstly their should be some benefit to turning in quests, either a new plant or some powerful item or even currency to buy either of those things.
Secondly It's a bit too easy to soft-lock yourself by cutting down a try early on with only ripe coconuts that can't be planted. This would be alleviated immediately with a shop of some kind where the sum parts of a tree can be sold for slightly more than a seed for that tree, making it to where it's hard to soft lock.
That's not to say its bad though (my apologies if I come off a bit harsh in the earlier section), its one of the only games with a lot of assets both in what one can grow and harvest developed in such a short time. It includes 2D, 3D, and icon assets that were undoubtedly hard to do all in 2 weeks.
Additionally it's a refreshingly different game idea with many submissions often being similar to basic projects this game took a risk on trying to develop something new.
Overall this game is hard to rate because it feels incomplete but it's also one of the only submitted games that isn't fairly basic. Their were lots of custom assets made in this brief time, a fairly fleshed out game idea went into this and ultimately it's one of the few games submitted that if refined over a few months I could see eventually developing into a real game. However as it stands it is a game without a fun game loop and complexity is not a substitute for the fun that a basic title can have. If I were to give advise on what to do I would say in future to focus purely on optimizing the game loop and hold everything else secondary. Their were many many different potions and effects but their was no incentive to do anything with them beyond turn them in without a reward. Focus on making the game loop good, which for this type of game would likely be creating potions, turning them in For A Reward, and then using that reward to make more complex potions/buy items/buy land/etc... Just have the loop beneficially feed into itself.
I know this might be an unfair critique given that this is a game jam and their was only 2 weeks to do this, but this are the main issues with the game. If they're resolved I think you'd have something good on your hands.