Not bad. =) Somewhat frustrating, though - targeting is rather fiddly, the target objects are tiny at most zoom levels, and the rocks/barrels/scenery obscuring them hustle back into place very quickly, generally giving you just one try before you have to drag the scenery out of the way again. Between all of that and the view invariably starting to pan when you're dragging the obscuring objects away, it quickly starts to feel like a battle against the UI rather than just the intended pixel hunt.
A couple of QoL changes I'd suggest:
- Let the player reposition the objects you're supposed to turn in. Even if you change nothing else, this would cut down on a lot of the repeated interaction with the frustrating elements - you only have to fight the flying scenery for Ye Flask once, once you've grabbed it you can just stash it somewhere in plain view until it's needed.
- Disable panning when the object the player is dragging is a rock/barrel/etc. That way, the coin or vegetable behind it won't become a moving target every time you're removing the obstructions.
Also, what seems like a minor asset bug - at one point, the witch wants a flask filled with some sort of potion, but the item that actually satisfies the objective is an empty flask.