I'm gonna echo some of the other comments about needing a baby mode; I do like strategic games, but there were so many different stats and attributes that it was hard for me to understand what any one thing is doing. If you continue working on this (or similar big-brain games) in the future, I'd recommend easing players into all the different systems. Drip-feed each new mechanic or concept they have to balance over time so they're not overwhelmed. Some UX advice I've taken to heart is "Show the player only what they need at any given moment." Hades II does this very well; it has a ton of currencies and inventory items used in different ways, but it'll only ever show you the ones needed for the system you're interacting with at that time.
That being said, your game has absolutely gorgeous art and world-building!! The organic, hand-sketched style is super fitting for a game about growing a plant, and it hit the exact tone you were going for.