Oh my, it pains me to write this comment, because I love, love the core idea here... but there's just too much jank to deal with!
I'll start with the positives: the whole concept is just FUN. I love the idea of using some sort ot chemistry gameplay to obtain new elements and items; and it's in 3D to boot! The lab is a bit cluttered, but that's not really a problem: you don't really have to much a lot around to get to things.
That's... as far as the positives go. We really need to talk about the jank, although many others have commented on that. First things first, the mouse sensitivity is way too high. I got used to it after a while, but it kept as a constant issue; and that paired up with the dodgy interction spots. I lost count of how many times I picked up the slime girl from the Extractor instead of pickingup the jar with the raw ingredients. I've battled my way through the flask counter, and the buttons on the shop sometimes didn't want to work at all (I've downloaded the "StoreFixed" version of the game).
But all of those things can be dealt with. My biggest issue was that I felt lost all the time. I've tried mixing stuff in the cauldron and I managed to get the lube, but after that I just couldn't really get anything else. I tried different mixes, nor just of slime and water, but also the ingredients that you could purchase online. Nothing seemed to work.
Then I noticed that some of the flasks containing ingredients were apparently empty, but in fact were still full: you could see a little bit of the ingredient on the bottom of the flask if you held them up, or when you placed them on some of the machinery around. That made me wonder if I wouldn't have accidentally attempted toput in the "out" valve of the cauldron a flask that was already full with something else.
The game desperately needs a bit of a better tutorial than just notes stuck on the machinery. If you forgive me, I would like to suggest a series of improvements:
Mouse Sensitivity Option: Self-explanatory. Moving around in the current speed is annoying, if doable.
Interaction Prompt Text: Consider adding a little text somewhere on the screen (on the bottom of the screen would work just fine) indicating what is the pointer currently looking at. For instance, if it's able to interact with a flask, have it say "Flask", or if it is pointing at the slime girl, have it say something like "Pick Up Slime Girl". It's dumb, but it may help tremendously when attempting to interact with dodgy collision boxes. Just something to let the player know better what they are about to interact with.
Shelves vs Counters: Maybe replace the flash counter with a flash shelve slotted into the wall. It will free some walking space, and the player will have easier access to all the flasks, since now they are in a vertical space.
Trash Can: I may have missed this, but it seems that every time you buy an ingredient you also get a new flask. There may be a point in which you can no longer juggle those things around, since there won't be any space left to place them. Maybe consider adding a place to dispose of some items; not just of the ingredient within the flask, but also of the flask itself.
Those feel like the most needed changes. I genuinely think there's a lot of potential for this concept, but it really needs more work. I rather enjoyed what I played, but it became frustrating very quickly. I'll keep an eye on it. Good luck!