Hi Emmanuel,
Before the review, I just want to tell you that I think it's really cool you're still on the path of developing this game since we last met two years ago for the SCAPE event. I know it must be hard making such a well-polished game while balancing everyday life, so I think it's really amazing that you actually carried it through from concept to product.
Back to the review, this is really only from my own perspective, I've leave it to your personal judgement to decide if it's suitable. For reference I usually only play RPGs and management sims.
[ Dialogue]
I think it's the pacing of the dialogue is really well done! I like how each line is kept to a minimum, so it feels snappy and conversational, I hope the full game keeps this format because it kept me reading. However, one point of confusion for me is that the cue to select dialogue choices were not clear to me.
During the first choice with the prison warden, I didn't even know this was a dialogue choice, because the other option was on another page (even though it's empty). If I could suggest, perhaps the conventional one page dialogue selection in RPGs, presented on the right side where the enlarged table is, would be a clearer signpost to differentiate between what I'm saying and what the customer is saying.
It would also be nice to show what the last line of dialogue was before this choice. By the time I read the first choice, I've forgotten what was said before.
Another related point on dialogue, usually when the typewriter effect is ongoing, pressing the LMB would stop the effect and show the full line. This is what I usually do, but in this game it doesn't do that, so perhaps you could consider this feature.
It would also be nice to have a history panel for the dialogue like conventional visual novels to re-read the context.
[Designing the Bowl]
As initially seen back in the pitch, I think the visual appeal of the game is top-notch - from the physics to the unique style of the art and 3D graphics.
A visual bug is if you put the bowl to the far edge of the table near the customer, it renders on the left panel, but the bowl is not visible, only the noodles and topping:

While it's cool that I can position my toppings, I quickly discovered this probably had no impact to the core gameplay apart from looking nice, so by the second bowl I was just putting my toppings anywhere and not utilizing the positioning tools at all.
During the selection of the topping, sometimes I would select something, then change my mind and try to bring up the menu again, expecting the topping to auto delete itself since I didn't put it in the bowl, but it stays on the table and needs me to drag it into the trash, while the bottom bar is in the way:
[Flavour Profile]
I'm not really sure what this does, perhaps it's not fully communicated in the demo - I felt I could get by with just anything.
[Colors]
The color palette of this game is very vibrant, which is a good thing if that's what the game is going for. But, personally, I think it comes at odds with the color profile of the game mechanics. Since salves, which are needed to correctly submit the bowl, also have colors, and the flavor profile also has another set of colors, the color telegraphing of the toppings could be clearer. I had expected the corn to provide the energizing attribute since it's very yellow. If I could suggest a simple fix without altering the graphics, it would be to position the more important attribute icons (Salves) directly on the item frame so it's clear that the salves play an important role in the ingredient's contribution to the objective.
As a side note, the ingredients inspector panel calls the salves "benefits", maybe a unified name would be less confusing.
[Overarching Narrative]
I really like how you can have a conversation topic with Dad based on the bowl you made earlier in the day. This is a very unique and original choice! It also ties into the designing of the bowl.
Keep it going at development, it looks like a promising game. I'm personally more inclined towards understanding the narrative story and why Dad is in the hospital, over designing the noodles.
All the best! :) - Rui Han