Yeah, the reverse chronology doesn't follow too well as a viewer. It just confuses things. I kinda wanted to think that's what you'd intended, but it just doesn't work. There needs to be something earlier in the film that connects those dots. Hell, we don't even learn that she acts and paints until that last scene! Something that gives a nod to her acting, even her first big audition, earlier in the film... the last scene would have made a little more sense.
Not a fan of the overblown highlights for sunny scenes outdoors. The glow of blown-out edges is just distracting. Doesn't take much to fix... a flag or scrim to knock down the sun from behind, and a bounce to bring up the shadow side a little. Unless that was an intentional and stylistic choice, in which case... ?
Sound is the biggest weakness here, to be honest. Several reasons...
Dialog recording isn't really that good. Sounds like camera mic? Sound goes off-axis as they turn their heads, and we can hear (very clearly) people walking on concrete/pavement in the background... plus all the birds and other things that sound like they're right up next to the mic.
And there are scenes where the voices distort. Is anyone listening during recording? That stuff needs to be called out during production, and another take done with audio problems fixed. Can't fix that in post.
Mix levels are all over the place, but are too loud. I kept turning my speakers down as the film went on. I know it's the Internet and all, and there aren't really any formal standards for mix levels, but treat it like broadcast. If your mix is pegging in the red, constantly, it's WAY overblown. And if that mix goes to theatrical screening, it's gonna blow out a speaker or two in the theater (not to mention eardrums...).
Sound design sticks out like a sore thumb.
- "Room tone" changes from shot-to-shot in the same scene. With a camera mic picking up all the dialog, it's also picking up everything in the background. And if the camera angle changes, so does the background noise. Cutting the shots together makes that obvious. A properly-boomed mic is gonna favor more of the dialog and less of the background, and that'll be easier to edit in post. Get dialog clean, then add the ambient bed later and keep it consistent from shot to shot.
- There are scenes especially indoors where there's no ambient noise floor, and that just makes bad sound effects editing even more obvious. When she's sitting in front of her bed and clicking around on her laptop, all we really hear is the added effect track of computer keys. There should be other movement sounds, including the laptop being folded up - not just the sound of it clapping closed. That whole post-shower sequence starting at 10:40 is nothing but post sound design. Where's the sound of her movement through the house... footsteps, the towel wrapped around her? Where's the basic ambient noise floor?
- Any added sound effects are totally obvious - multiple clicks of light switches are obviously the same sound over and over. Some of the effects have their own background noise (like the laptop keys), and lack of an ambient track means we hear that and the effects sound pretty much like library sound effects.
- A lot of the added effects need reverb added to make 'em sound like they're happening in the scene. The car unlocking in the parking garage? That should have a cavernous reverb like all the other stuff that happens in a lower-level garage. Same with the effects of the car shifting into gear and speeding away. The light switches clicking as she walks around out of the shower need to sound like they're in the hallway or the room.
- Sound effects are also too obviously loud in the mix. They need to blend into the space. That's on top of having an ambient sound bed for the scene and adding reverb where needed.