I didn't read the other comments so as to not sway my views at all, so I'm sorry if I end up repeating too many other comments.
First of all, the word wow comes to mind. For sheer craziness and uniqueness from concept to art to sound and for how it all came together into one cohesive game. I love all the little details and flourishes throughout. Also, wow at whoever got that high score. I played three times and... I didn't get close to that. But, I did get better each time which shows you've made a game that has learnable strategy and feels good as you get better. For that reason, I would have also loved to see a local high score tracker so I could see my own progress.
I also love the core gameplay tension between going as fast as you can while also being patient and safe. The fact that a quick tap on the keyboard isn't enough to cause the crochet hooks to hit the targets adds to it: you can't just mash buttons, there has to be some semblance of timing and rhythm to your play. Small note that I was initially a little confused that just tapping the key didn't cause it to hit the target. I'm not sure if there's a way to train that or convey that other than just playing the game.
This goes back to the details: great work on having an in-game tutorial to teach the mechanics. The cut-scene was fantastic as well.
With the dark blue neurons it was often hard to tell when they'd stop being targets. I know they flashed, but with the other visual feedback happening it was easy to miss. Maybe some sort of audio cue (though tricky with two sides) or something more clear than different rates of flashing. Then again, after my first round I just learned to be patient and the lack of certainty added to the tension I talked about.
A quick typo I caught, too: it should be "Testament" with an a, not an i. But the fact that I even bring that up shows how well-polished the whole experience was. Fantastic job!