Cool idea!
I feel like there's two parts to the levels. First you need to understand what you need to do, and in what order. Second you have to execute the sequence of events, while being mindful not to drop from too high so not to hurt birdie, and not get detected.
I found the first step (understanding what to do) the most fun part, though I would probably (as others stated) make it more obvious which objects you can interact with. It's hard to distinguish platforms from interactables, and that's if they aren't both at the same time.
The second part (executing the steps) I found more frustrating: you have to time everything correctly and make sure you don't fall from too high. One misstep and you have to start the whole level again. The timing and movement restrictions are a bit too much I found, at least to start with.
Maybe a way would be to increment the fall distance before you hurt birdie and make some levels where some jumps you need to make are much bigger. This way those puzzles are more oriented towards the movement restriction, and you don't put any timing restrictions on it. You could then also focus entirely on timing levels (like the living room) and the incremented jump height would mean that birdie would only get hurt if the player is really not being careful.
Hope this helps. Well done on the game!