Heat is the one thing a kitchen game cannot avoid modelling, and how a game chooses to model it says more about how it plays than the menu does. There are three approaches in this catalogue and they produce very different experiences.
Colour
The best approach and the least common. The food changes appearance as it cooks, and you decide when it is ready by looking at it. A pancake is turned when bubbles reach the surface. A donut comes out of the oil pale, golden or dark depending on when you lift it, and that colour survives the glaze. A waffle carries on darkening on the plate after it leaves the iron.
Games that do this are teaching something real, because looking at food is how cooking is actually judged. They also produce results that differ between players, which almost nothing else in the genre manages.
Timers
The default. A bar fills, a number counts down, and the food is done when the bar is full. Nothing is being judged and nothing is being learned, but the approach has one genuine virtue: it is unambiguous, which is exactly right for a game aimed at a small child or for a fast counter where you have no attention to spare for inspecting a patty.
Temperature
The rarest, and it appears where the process demands it. Chocolate has to be cooled and worked before pouring or it sets dull. Hard candy has a window between soft and bitter that is only a few seconds wide. Frying oil that has not come up to heat gives pale, greasy results no topping will fix.
Temperature games are the closest thing this genre has to a simulation, and they are the ones most likely to teach you something you can use away from a screen.
Why it matters when choosing
If you want to relax, take a timer game — it will never ask you to watch anything closely. If you want to improve at something, take a colour or temperature game, because both have a skill you can actually get better at. Each game page on this site says which kind it is, because it is the single most useful thing to know before starting.