I think titles are the art of it's own. One of my favorite writers is Jason Pargin. He's next book is titled "There Are No Giant Crabs in This Novel: A Novel of Giant Crabs". He's obviously a big source of inspiration :)
As for getting 3 or 4 of the same in the row- I totally implement balancing this. I meant to do a "deck of cards" solution. Once a minigame is used it's out from the deck (until the deck is empty, then all the games are reshuffled again). Since implementing this would take about 10 minutes, and would require no balancing at all, I totally wanted to do this... but I forgot, and remembered this only when I read your comment :D
As for the time- if you think about it, all the basic things in this game are very simple. Only one level with simple layout (which works in this type of game, because I don't want player to spend time on learning the level). Movement code was less than 30 lines. Spawning patients was even less (wait a random amount of time between 6 and 8 seconds, and pick a random free spawner). Other game elements (patients and doors) basically are "wait this long, then change status".
When you're starved for time keeping things simple is the key. Actually, keeping things simple works if you have too much time too :)
Thanks for playing!