Cthulhu Saves Christmas has a weird form of time travel in that it continues to be Christmas Eve day after day. You'll have Cthulhu go to bed for the first time, and the next day is Christmas Eve the 2nd.... and so on. The whole plot of the game is that Christmas Day isn't arriving because it needs to be saved.
The thing is that even though it is technically a time loop, it's one where everyone is aware of it plus you keep levels, equipment, skills, and don't need to refight bosses.
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Day of the Tentacle is the sequel to Maniac Mansion which involves three humans working in the past, present and future to stop Purple Tentacle from taking over the world.
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Neverwinter Nights has time travel in chapter three of the Wailing Death campaign during the Creator Race Ruins, which is one of the better parts of this campaign along with Charwood (also in chapter 3.) The time travel use is okay and isn't the central focus of this campaign.
The user created module Prophet (which starts with "Prophet - Prologue - It Cannot Be Denied") and can be downloaded free off The Neverwinter Vault handles time travel a lot better than anything else I mentioned. There are thee chapters that follow the prologue. A lot of details are outright spoilers, but the only thing that occurs very early is that a village gets slaughtered by human knights in red armor from over 200 years ago.
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The Sexy Brutale also has the time loop style time travel. I do own this one but haven't played it yet. Gameplay involves exploring the mansion, hiding, and learning the circumstances of everyone else's death so that you can prevent it. However my understanding of the game is that once you've prevented one death, you won't have to redo it once the day loops around. It remains prevented.
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The Silent Age - I don't know much about this one except that I know it involves time travel.