My feedback (please take it constructively)
What worked well:
Good presentation and visual cohesiveness.
Good UI design.
What could be improved:
It would have benefited from prioritizing polish in certain areas. Being able to tell the name of an item you have in your inventory (or even when picked up), an arrow pointing towards the guy who wants it (easy to lose track of him, wouldn't have taken too much to implement with the pre-existing arrows for items you need), and more visual cues (make the campfire stand out, make it clear which items are and aren't interactable) all would have helped the core game out a lot.
Arrows pointing towards the items you're meant to hunt for clashes with the core idea. These arrows would've been much better used to point toward the guy who wants the items.
Overall, great job. Learning what to prioritize in a game jam mostly takes practice, time, and watching experienced devs or streamers jam, but it's a very critical skill.
Viewing post in Winter Hunt jam comments
hey! Thank you for that
Honestly I was bored and wanted to do a jam over the weekend didn't get to have the full 3 days
However the reason why I put the waypoint in was to make it a bit easier to point towards the items due to not having the time to make the actual system I wanted which was for sticks to interact with normal bushes. For coal to mine some stone. For berries to pick them up ...etc the goal was for the waypoint to take you back to the main guy but had to repurpose last minute
Another polish I wanted to add was to indeed have tool tips for the items. I had some other code from an inventory i made for my game on steam hower I had to give up as i decided im having a much simpler menu to only hold 6 items so then I changed a bit my structure on how I hold the data so just removed the tool tips
Things to add would be :
a few more levels. And better quest system
An improvement on how the text is displayed.
Fixing the buggy visual at the end of the level that show you the time
Leaderboards
Campfires to have some dynamic light but for this one I went the lazy way for the current HUD so ended up putting ghost buttons in places just to get the right spacing and couldnt figure out how to have another layout for a fluid light system
I made an implementation of this but updated to current godot version from the project https://www.patreon.com/GameEndeavor