Since this is a student project I'll try and give you some feedback as well from a gamedev perspective.
Great aesthetics, no doubt about that. It's quite clean, good theme, palette etc.
The gameplay however, is extremely frustrating and doesn't really support the "peaceful" theme that has been set in the description and the design itself. The game creates urgency because your sister is extremely ill. This immediately removes any sort of agency and creates an obvious goal for the player to go for. If the player doesn't heal their sister, that would make them a proper asshole. So it's basically a race to save your sister as fast as possible.
The way interactions are implemented, it simply makes the core loop frustrating. Most of the core loop problems could be alleviated with having a portable basket to store things in, because picking up a tool several times over and over again and having to move around over and over again is not exactly rewarding to the player because those parts are not very engaging, nor do they provide anything of interest to the player, it just creates tedium.
The game is very polished generally, which is good, it never crashed and there were no other stability issues. That said, movement did not feel satisfying so I had several questions why movement was implemented in the game in the first place, when the area is so small and it just wastes time without giving anything back from the experience of moving around. Collision tracing can be extremely wonky and to hit any object is easiest when one clicks randomly around the thing you want to pick up, because the visuals do not convey the actual shape of the collision.
Otherwise, cool little game, not bad for 7 weeks of work ^_^
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