The grill limitation was a design choice to keep the difficulty manageable. In most cooking games, only patties are grilled, requiring players to toast buns or grill other toppings would make later levels (especially with multi-patty orders) practically impossible. On top of that, building a full cooking system for every ingredient just wasn't feasible within the 4-day jam timeframe.
For the timer, the countdown is actually running at half-speed, giving you 2 full minutes per order instead of 60 seconds. In testing, this ended up being plenty of time to complete orders by my playtesters.
As for the seat service, it was simply the most practical approach for a 4-day jam. A standard line system requires complex pathfinding and spatial awareness for every customer, which would have been a huge performance hit and too risky to implement on such a tight deadline.
Thanks for playing and leaving feedback.