The art style is so clean, and I love the way the background triangles spin faster when your moving - it creates a sense of unity (no pun) like all these triangles your jumping between are linked.
One thing that confused me the first time playing, I spend the first like 6 attempts trying to avoid the avoid the timer as it moves around the triangle. It was a little odd since game pattern language tells me to aim for the gap in the triangle as it appears. Once i realized that it is in fact just a timer and not an obstacle it totally made sense, and I think it's a really clever way to implement a timer. I think it could benefit from a very clear indication that "this is not an obstacle."
Also, it's just a little bit jarring to the eyes that the rotation stops when you are holding the button. Like if your at a level that's spinning pretty quickly, when you press the button the rotation just stops, and it's pretty tough to keep track of where you are and where the targets are after such an abrupt change in rotation. If it the rotation speed stayed consistent while holding the button, I can imagine jumping seamlessly from level to level with different rotation speeds, and it seems like it'd feel a lot smoother. The abrupt jump from rotation speed A, then to Zero when you hold space, then to B when you land, then to Zero, then C - it just feels a little muddled. I'd like to see how the game feels when the rotation speed goes from A, to B, to C without pausing when space is held.