I had some ups and downs in this experience. I hope you're ready for a read!
This is definitely a game with a strong emphasis on Time. The times the trains leave, the time each passenger will wait, the time it takes for the walking animation to play.
However, I didn't find myself actually engaging with the clock a lot. My gameplay, through a few playthroughs, more or less relied on clicking as many passengers to a traincar/businesscar as quickly as possible, which didn't require looking at either clock. The trains came and went fast enough I didn't have to worry about packing seats tetris style either, and maybe I didn't put it in for long enough, but I never found a use for the reward currency.
I think there are a couple rough corners with inputs and accessibility that you're more than aware of, and are perfectly natural and normal in a gamejam of this speed. :) No harm there.
I think that I like the premise of your imagination here, as clocks and trains are a natural pairing. I'd be really excited to see your next pass at this, where instead of pairing the just absolutely excellent narrative theme with a click-n-clicker, we'd draw some boxes on a whiteboard and say "what exactly is the input challenge we're presenting our audience, how do we want to reinforce this excellent scene with their gameplay experience?" I think if each train came a little slower, we'd already have a great pre-planning tetris game about trying to fit groups and families with minimum seat waste! (couldn't ask someone to move after you've sat them of course, ;) )
As it is, I had no issue seeing your creativity and initial vision, and I'd have loved to opportunity to see more of that shine through. <3