There's definitely some fun to be found there and the platforming mechanics in particular are solid, but the visual and sound effect of time travel should probably be more subtle when the level design requires you to use it every few seconds. The level design itself could also use some consideration - currently it feels less like travelling through time, and more like swapping between two different dimensions as there isn't much feeling of continuity - for instance, if the castle is long abandoned, why the platforms destroyed in the past are repaired in the present?
A reset level button would be good to have, as if you start experimenting, you can get easily softlocked in the first room with the pushable dressers, by pushing the first one against the door.