GAMEPLAY: The concept's not bad at all. I got a little lost at first, given how all my beads were basic, so there wasn't much reason to place them in any particular way (so I thought). This isn't much of a hindrance to play at first, but understanding what materials do is rough without a tutorial. Your rules written out in the description are good, but adding them to the game through the player's first bracelet would be helpful. Once I understood how making beads worked, I got interested. Once I understood that buying the same materials over and over was an easy way to up my mult, I got less interested. Rewarding variety instead of similarity would be more dynamic with how the shop and draw systems work.
VISUALS: For a game that's mostly UI, I'm glad you did a good job there. The beads seem sad--maybe up the saturation? The terrarium is a little tacky with the varying perspective (overhead for everything but the sand), but the animations for building a bead are well executed. I like the rotational flourishes in the bracelet segments.
SOUND: The main theme is unobtrusive, and the insect noises fit the theme. Some sound effect ideas: wooshes on playing a bead, jingles on counting total points (with flashier ones for higher multipliers), weaving sounds for the caddisflies, click on pressing shop items or buttons.
THEME: "Everything can be a resource" may be a better way to put it, but it still fits quite well.