First I want to say that I absolutely enjoyed the game, and that's the goal. Now a list of stuff I'd change:
I don't get why everything gets a swiping action when they all have a predetermined goal. It seems like a waste of dev time + The player now need to figure out where to place each item after dragging. Clicking the finished cone for example should just give it to the customer if they want it. Ignore this point if you're going for realism over fun.
The game is a bit unforgiving for a jam game. I kept losing because I didn't exactly know how a mechanic worked and wasted 5 seconds on it. One option could be to have an infinite time mode at the end of the tutorial so you can have a safety net while learning the basics
The main core issue is currently that you've only got the mundane part of a game. You're missing risk reward, or interesting choices: Everything you do in the game has an objectively best way to do it
The gameplay is clearly similar to among us tasks but without the subjective choice on how much you're focussing on finishing tasks quickly versus trying to figure out who the killer is.
It's also similar to playing overcooked but alone, with only one pc (player character) and with each timed task like cooking in a pot being done instantly, you never multitask.
These games would be fun for 10 minutes like this.
Of course this is absolutely fine for a game jam game as it is fun to figure this mini-game out, but it's good to know why the game might start feeling like a chore after having figured out all the mechanics
Oh and despite my earlier point on the tutorial, I appreciate that it was there, and it was pretty good at explaining the gameplay!