I give this feedback to everyone, but its important to remember. 17,000 people signed up for this jam. 2,200 abouts submitted. That alone puts you in the top 10% of devs. You had an idea. You finished it. Its that follow through that takes a dev far.
Now your game was a great little visual novel. I don't play games like this usually, but something about a dreamy soundtrack pulls me in like a moth to flame so, i read it all. Seems a deeper meaning here. Has like a - modern art sort of "it means to you what you want it to" sort of vibe. Something about loss, self loathing, forgiveness. It was a cool vibe.
Couple bugs I saw:
text emoji artifacts
I had to restart once cuz i filled my inventory w crepes and couldn't pick anything else up
Onto the critique and feedback!
run animation is hilarious. I did the exact same thing when i was learning walking anims - decided to use tweens instead because i couldn't get it down. Head bob would help. And start with major key frames, then go back and add the middle ones, then do it again, and you'll end up with a really smooth animation.
Code-wise for movement, watch your sprite's feet. You want to set the sprite's movement speed so it seems the foot is landing and staying planted on the same pixel to avoid that "ice skating" look
The window illuminating was a GREAT communication to the player of "check this next"
But returning to the guy to exhaust all dialogue options to get the ring wasn't immediately apparent, and I returned to the house immediately to return the paper flower. Thought the game bugged but figured it out. Most players would find that frustrating and just decide its "broken"
Another indicator like the window, a glint to draw attention would be a great addition.
Love the little walking dust trail particles. Not to sound like an ai, but that attention to detail goes far. It's something that really helps a game come to life.
Z-indexing. This is a common prob for new devs. But i think your engine is godot. There's a simple tick box you can use called Y-Sort-Enabled. Turn that on and your sprites can pretty consistently order themselves based on the Y value of their position in the scene. If you set your sprite so that the 0,0 origin node is at their feet, this works really well to keep the overlap from happening.
Overall: This is a great stepping stone on your game dev journey, and i think if you keep at it you'll look back on this fondly with great appreciation for how far you've come :)