Excellent job! Cool idea and a tricky concept to execute, but you pulled it off gracefully and I had a lot of fun. Here are my playtest notes to consider in case you're looking to keep working on it after the jam:
-When turning around, it feels like my location jumps (possibly due to the location of the sprite's flip axis?)
-It was difficult to position myself for a precise jump since it seemed like there was no acceleration time. Consider implementing a (very short) acceleration period.
-Consider implementing coyote time
-The watch is cool for UI, but the buttons should be a little bigger. The click-boxes are sized nicely, but you can't tell until you hover over them and see the gray UI box appear.
-In the running animation, the player looks like he's hovering a couple pixels off the ground
-Since a lot of puzzles involve me standing somewhere for a long period of time, a fast forward button could be a good QoL feature
-The door is invisible in levels 8 and 9