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Okay, so I played the Crystal Lab. 

I found the early game experience quite frustrating. It’s pretty simple to cook the first batch, but the mixing and cooking rules are quite unclear. They require a lot of experimentation, when ideally they should be defined beforehand. Clearly explain the rules, but introduce many possible outcomes. In first 7 levels all the rules were unique, which meant you spent time learning them, but had very little enjoyment using them. They were one-off mechanics. Didn’t seem like you can combine them in any meaningful way besides 1-2 outcomes. 

That said, I liked the pacing of middle/end game. At the beginning the delays feel long, which hinders the desire to experiment with combinations, but once you understand which does which, you can confidently manouever between the tables, and it feels nice. 

I liked the atmosphere. It wasn’t in the mood of drug making, though. My feelings are mixed here. 

Visuals are simple, but consistent and pleasant. With smoother animations, they can be confidently used in a full-sized game, I feel like. 

Consensus:
Mixing should be more intuitive with clearer rules. I see a big opportunity with standart color mixing: (Red + Yellow = Orange; Green + Blue = Cyan and so on), and more standartized outcomes of mixing and baking.
Maybe the durations of operations should be smaller at the beginning, so that the player can experiment a bit more without feeling punished.
Graphics are nice and quite likeable.
The atmosphere is chilled and relaxing, but it contradicts the tense and ‘always downhill’ mood of Breaking Bad. It depends on your goal, but because of the Jam’s theme, it expected to represent the TV show.

Thanks for taking the time to write such a detailed review. 

From the feedback I've received it's sure there's some work to do to introduce the mechanics and rules of the game to the player. I'll have to find the balance between explaining everything and giving some room to experiment; as you mentioned, explaining the rules seems reasonable. 

I've also been told about the long delays at the beginning; changing the time depending on the complexity of the item seems like a possible solution. 

The game is intended to feel like a place where you can't fail and just take your time to figure it out. Perhaps it contradicts the overall feel of the series but it's intentional.