You already started driving. Might as well go full throttle to the finish line.
Is your laptop too weak to handle true 3D liquid simulations? Might I suggest a less costly method of making a similar result? Introducing the Metaball, a procedurally generated orb defined by a math equation instead of rendered geometry! In practice, Metaballs function like balls of slime which blobbily fuse with other nearby Metaballs, very similarly to liquids.
One can try creating a puddle of Metaballs to move across the 3D space, but in the professional world, brute-forcing is costly in terms of time and processing power. To generate high quality objects at larger quantities, we can use the Particle System Emitter.
Without going into too much detail, the Emitter essentially generates random spawn points which contain objects. These spawn points create instances of objects based on your Emission settings (see slide 1). To control how many of them are spawned, the Emission section provides creators the means to control the maximum quantity of spawn points, Emitter duration, lifespan/lifetime of each spawn point, etc.
By default, spawn points are invisible to the rendered eye. To insert anything onto the spawn points, access the Render section further down the Particle System menu (see slide 2). Change the Render As setting to Object. Underneath it is a Scale input which adjusts the size of target spawn object to a specified number. Now, before you scale your objects, you got to have one for scaling since the start. Open the Object section and pick the thing you want to spawn from this Emitter in the Instance Object input.
This only took me around six minutes to bake and render on Cycles. Look at how wobbly the sludge falls.