The first version of the prototype inevitably leads to an obvious decision problem , because the optimal option is always only one. That is: if the amount of water in the cauldron increases, more temperature is needed, and if the amount of temperature increases, more water is needed; and vice versa.
Still, it is a game whose decisions are a test of skill , determined by the time factor. That is, you must be attentive to rebalance the elements before the Imbalance Time runs out. Added to this, another important element is that of Anticipation : being on the lookout or waiting for that moment to make the right decision. This offers, in principle, the tension sought.
Now, the problem arises when you beat the level: there is no longer any replayability, as that test of skill becomes obvious decisions, because we already know what happens every second, so there is no longer any expectation.