It was an interesting game to say the least. Here are some points that are rule of thumb that you should definietly have in your game if you have time (you had 25 hours left when you submitted this)
Feedback
- Guidance, some sort of tutorial. I can see under here in the comments that Michée is upset because they didn't know what to do. Even I had to walk around and brute force the course of action on what to do. So some sort of tutorial, story, or anything to send the player in the right direction is good. Even if it's just an opening dialogue that says to go and talk to the person in pink. The controls are also nice to give to the player.
- Playtesting. As I said, I didn't know what to do and how to do anything and had to brute force everything. Since you're the developer, you can't depend on yourself for everything. Like what to do. You made the game, of course you know what to do. But there's also a trap on this. If you tell your playtesters what you have to do, you also need to disclose it for the players OR make it more obvious what to do. In your case, maybe put an arrow above the first objectives (Pink npc, workbench, wood log, but not more than that). You can't baby your players, because then they don't feel smart. But you can't give them nothing, because then they also feel dumb because they were 'supposed' to know the solution
- Balancing, even when I knew what to do, it took very long (10-15 Minutes). When you're balancing your game, you should put yourself in the shoes of the players. That means no using secret dev tools, or changing some values after you've played it; which is what I suspect you've done.
For people wanting to play this game
Your goal is to take the boat over the river (Top right of the screen). But you need to get through some obstacles before that. Talk with the pink NPC to start. To get the axe and hammer, go to the worktable to the right of the pink NPC. If you can't figure out what to do from here, blame the creator.
Controls
Arrows (Slow movement)
Space (Action, so collect and such)
Left Mouse Button (Quick movement, auto action, navigate menus)
X / Right Mouse Button (Inventory)
Escape (Exit menus)