Invoke not being called even though the gameobject isn't being destroyed

Hello everyone!

I’m having a problem invoking loading a scene after an animation has played. The SceneManager.LoadScene(); function never seems to execute, and I can assure you that the game object isn’t being destroyed or disabled at any time

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

using UnityEngine.SceneManagement;

public class MainMenu : MonoBehaviour
{
    public Animator CameraAnimation;
    public Animator DoorAnimation;

    public void Play()
    {
        CameraAnimation.CrossFade("PlayCameraTransition", 0.05f);
        DoorAnimation.enabled = true;
        DoorAnimation.Play("MenuDoorOpen");
        Invoke("Load", 2);
    }

    private void Start()
    {
        DoorAnimation.enabled = false;
    }

    void Load()
    {
        SceneManager.LoadScene("Dungeon");
    }
}

and P.S. Play() gets called from a button

I dunno why, but for some reason Time.timescale was set to 0 even though there’s nothing in the scene setting it to this… strange