It's a fun exploration game, and a good first game for Godot.
If you wanna add saves it should be pretty easy, I described how I do it on this page
https://3p0ch.newgrounds.com/news/post/1301629
of a Godot 3 tutorial and Godot 4 will probably work similarly but would use JSON.parse_string() and JSON.stringify() instead of parse_json() and to_json(), and use FileAccess instead of File, and use OS.has_feature('web') instead of OS.has_feature('JavaScript'), and use JavaScriptBridge.eval() instead of JavaScript.eval() since those have changed from Godot 3 to Godot 4. (I still haven't really picked up 4 and stuck with 3 because of the Apple incompatibility of its web exports.)
If you wanna add medals or leaderboards or hell even cloudsaves then either jefvel's or my Godot implementations of the NewGrounds API could do it.
https://www.newgrounds.io/get-started/
The link for mine goes to a Godot 3 implementation, but the Godot 3 implementation page has a link to a Godot 4 version since I figured other people will use 4 even if I don't plan to use it until Apple compatibility is resolved for web exports.
I'd like to be able to press a button to make indicators pop up pointing to where the remaining flowers are. In Espionage I figured the easiest way to do it for enemy indicators was to have the enemy nodes instantiate an indicator node (an arrow displaced from center on the Z-axis) and reparent it to the player, while the enemy keeps a variable referencing the indicator node so they can make it look_at(global_transform.origin, Vector3.UP) each frame and can queue_free the indicator if the enemy dies.