This is such an interesting idea! I know fine tuned details and tutorials aren't always feasible for a game jam, but spending some time on the wording and presentation of rules could go a long way in the next part. The mechanics seem solid and you have a good amount of different beads, so it doesn't seem like you need much change on those fronts!
The comment below makes a lot of great points. I think the one about showing the color rules separately could apply to the bead material as well- maybe you could have a reference sheet visible at all times, that the player can switch pages on to see the rules for all colors or all materials. That way when you hover over a bead, it only has to say the color and material, and there's a consistent place to look for the rules.
I think having a convention for how the rules are written would help with the readability too. For example:
(current rule for glass)-- "if a gemstone is placed between two glass beads on each side, all involved base points are multiplied by 2."
(alt format)--"2x base points to group when a Gemstone has 2 Glass beads on each side"
^the bolded words help identify the key points, and I think the 'effect first, then how to do it' formatting is a little more common and recognizable for roguelikes.
Some visuals would help even more! a low-budget way to show a chain like above in text could just be (OOXOO), where if you use it consistently 'X' is established to be the first property mentioned in the rule (gemstone). You already do something similar in some rules (ABCBA), I think it just needs to be used more regularly to stick in players' brains.
Great work again! Excited to see what you come up with for the next part of the jam :)