I played the demo, and I have some constructive criticism if you want.
The main thing is that some of the puzzles are a bit convoluted, and I only solved them by randomly trying different things. For example, there shouldn't be any logical reason that the red nail polish would change the ohms of one of the resistors, it's just a red liquid. Also, the dead battery + soda = acid bath was a bit of a stretch. I feel like it should have been more clear that the dead battery wasn't just a piece of junk, like the old fuse and the moldy yogurt. What distinguishes the battery from those junk items? How would the player know that?
I definitely recommend getting more playtesting from people who haven't seen the game before and note when they are confused, how long some puzzles take them, and what solutions they try. I enjoyed some of the puzzles, but I got frustrated a few times because of how much trial and error I had to use. If you want to encourage your player to try everything on everything, give them different text results. For example, instead of "That doesn't work." and "Nope. Nothing", try "I need this soda to be more acidic if I want to clean this lump." or "I don't want to make this object red with nail polish! Maybe I can use it on something else..." The puzzles should make sense.
Also, if you want to engage your player more, give a good reason why they are the only person who can fix the fusion box. Why can't the professor do it if he's standing right there? Maybe have him preoccupied with keeping the room from blowing up, so it's up to Daniel to find the components that the fusion box needs.
Other than that, I liked the art style, and the UI was really good. I love how the mouse icon always lets me know what clicking will do. The characters were funny, and I had a good time playing. Good luck on development!
P.S. That elevator ride was wayyy too long. I thought I soft-locked the game, and I almost quit.