Well I stuck with it for a while, it's certainly got more depth than I could wrap my head around though, I managed to write a script that picks all the potatos, though I did it by just putting all instructions into a single case's OTHERWISE and avoided anything that might trigger the case.
Honestly I feel the game asks more of me than I was prepared to give it, that might be remedied if you lost the 'scripting' part all together, do something icon based perhaps, with such a limited number of options to type it would be much faster to click what I wanted rather than type it, even with my cheesy/lazy approach I ended up copy/pasting most of my code :P
I feel if it was quicker to make changes in this way the game would feel a lot more 'alive' and I'd get to the meat of it which I imagine is in keeping the code short by using multiple states and cases. as it is everything seemed to pull the player as far back from what was going on as possible. perhaps it's a limitation of your tech but having to separately 'compile' then 'run' and then 'play' is probably something you want to avoid. just have it interpret instructions in real-time? it'd be cool to watch a playhead pass over the code you write too :)
anyway, certainly an impressive project for a weekend! props! :D