Note that this feedback is based on the build(s) available at the end of the jam.
I really enjoyed the concept here. The notion of abstracting the kinds of puzzles you'd typically find in a point and click adventure game out to sequences of "Give A to B" interactions is fun. In some ways, the missing iconography pushed this abstraction further, and although it was clearly intended that images should go in there, I found myself enjoying using my imagination.
I had some issues with mouse clicks not being recognised and mouse up events being missed (resulting in "wants" pop-ups that wouldn't disappear), but with a bit of re-loading and being more careful, I was able to finish the final puzzle.
If you're interested in expanding the concept further, I'd be interested in exploring how timing requirements (either a time limit or windows of opportunity that players have to organise themselves around) and action limits/counters could encourage players to aim for efficiency and accuracy.
Nice work, and thanks for your submission! :D