I don't know what kind of toy games you're compiling that take no more than a minute to completely compile and deploy with Unity3D: "2gig" of what, code or just video?
I'm not talking about pressing "Play" in the editor or deploying on Windows or Mac with Mono, I'm talking running it in the browser with the WebGL back-end, or on an iPad with the iOS back-end, using il2cpp and Emscripten or XCode, which are enormously slow and complex.
It certainly does take a long time on my Mid 2014 MacBook Pro (which while not new, is certainly not a potato), and it makes it useless for doing anything else while it's compiling, and spins the fan up to its highest speed and pins the CPU all that time.
A large complex multi player networked AR/VR iOS app like Pantomime with a lot of content including code and libraries and resources and plugins and shaders regularly took me a good part of an hour to compile, build and deploy. Developing UnityJS was my response to that problem, so I could rapidly iterate by changing code and JSON data and other resources, without recompiling.
WebGL and iOS builds are especially slow, because they go through layer after layer of cross-compilers, from C# to CIL with the Mono compiler, and then from CIL to C++ with il2cpp, then the XCode/CLang/Assembler/Linker or Emscripten/WebAssembly chains do their own ridiculously complex things, and there's also a significant amount of time spent packaging and compressing resources and data in various formats and wrappers.
You have to wait not just for the C# code to compile, and for the shaders and the resources to be processed, but for the entire multi-level Rube-Goldbergesque translation and packaging process to finish, then that build must be deployed on your web server or mobile device.
I'm talking about the actual turn-around time between when you make a change to the code, and see the results. You know, the thing you have to do again, and again, and again, and again, and again. So it adds up quickly.
UnityJS drastically slashes that time, however long it takes (and I have a hard time believing it takes no more than a minute for you, unless your app is trivially simple), to just a few seconds of refreshing the web page or quitting and restarting the iOS app.
For fast debugging turn-around, you can tell it to load the JavaScript code, JSON configurations, and other resources from a web server, and edit the code and content live on the server, so the app downloads the fresh JavaScript code, in mere seconds, each time you run it, without any recompiling.